pc.SpriteAnimationClip
Extends: pc.EventHandler
Handles playing of sprite animations and loading of relevant sprite assets.
Summary
Properties
| duration | The total duration of the animation in seconds. |
| frame | The index of the frame of the pc.Sprite currently being rendered. |
| isPaused | Whether the animation is currently paused. |
| isPlaying | Whether the animation is currently playing. |
| sprite | The current sprite used to play the animation. |
| spriteAsset | The id of the sprite asset used to play the animation. |
| time | The current time of the animation in seconds. |
Methods
| pause | Pauses the animation. |
| play | Plays the animation. |
| resume | Resumes the paused animation. |
| stop | Stops the animation and resets the animation to the first frame. |
Events
| end | Fired when the clip stops playing because it reached its ending. |
| loop | Fired when the clip reached the end of its current loop. |
| pause | Fired when the clip is paused. |
| play | Fired when the clip starts playing. |
| resume | Fired when the clip is resumed. |
| stop | Fired when the clip is stopped. |
Inherited
Methods
| fire | Fire an event, all additional arguments are passed on to the event listener. |
| hasEvent | Test if there are any handlers bound to an event name. |
| off | Detach an event handler from an event. |
| on | Attach an event handler to an event. |
| once | Attach an event handler to an event. |
Details
Constructor
SpriteAnimationClip(component, data)
Parameters
| component | pc.SpriteComponent | The sprite component managing this clip. |
| data | object | Data for the new animation clip. |
| data.fps | number | Frames per second for the animation clip. |
| data.loop | object | Whether to loop the animation clip. |
| data.name | string | The name of the new animation clip. |
| data.spriteAsset | number | The id of the sprite asset that this clip will play. |
Properties
Methods
pause()
Pauses the animation.
play()
Plays the animation. If it's already playing then this does nothing.
resume()
Resumes the paused animation.
stop()
Stops the animation and resets the animation to the first frame.
Events
end
Fired when the clip stops playing because it reached its ending.
loop
Fired when the clip reached the end of its current loop.
pause
Fired when the clip is paused.
play
Fired when the clip starts playing.
resume
Fired when the clip is resumed.
stop
Fired when the clip is stopped.
Inherited
Methods
fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8])
Fire an event, all additional arguments are passed on to the event listener.
obj.fire('test', 'This is the message');
Parameters
| name | object | Name of event to fire. |
| arg1 | * | First argument that is passed to the event handler. |
| arg2 | * | Second argument that is passed to the event handler. |
| arg3 | * | Third argument that is passed to the event handler. |
| arg4 | * | Fourth argument that is passed to the event handler. |
| arg5 | * | Fifth argument that is passed to the event handler. |
| arg6 | * | Sixth argument that is passed to the event handler. |
| arg7 | * | Seventh argument that is passed to the event handler. |
| arg8 | * | Eighth argument that is passed to the event handler. |
Returns
pc.EventHandlerSelf for chaining.
hasEvent(name)
Test if there are any handlers bound to an event name.
obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false
Parameters
| name | string | The name of the event to test. |
Returns
booleanTrue if the object has handlers bound to the specified event name.
off([name], [callback], [scope])
Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.
var handler = function () {
};
obj.on('test', handler);
obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this
Parameters
| name | string | Name of the event to unbind. |
| callback | pc.callbacks.HandleEvent | Function to be unbound. |
| scope | object | Scope that was used as the this when the event is fired. |
Returns
pc.EventHandlerSelf for chaining.
on(name, callback, [scope])
Attach an event handler to an event.
obj.on('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
Parameters
| name | string | Name of the event to bind the callback to. |
| callback | pc.callbacks.HandleEvent | Function that is called when event is fired. Note the callback is limited to 8 arguments. |
| scope | object | Object to use as 'this' when the event is fired, defaults to current this. |
Returns
pc.EventHandlerSelf for chaining.
once(name, callback, [scope])
Attach an event handler to an event. This handler will be removed after being fired once.
obj.once('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled
Parameters
| name | string | Name of the event to bind the callback to. |
| callback | pc.callbacks.HandleEvent | Function that is called when event is fired. Note the callback is limited to 8 arguments. |
| scope | object | Object to use as 'this' when the event is fired, defaults to current this. |
Returns
pc.EventHandlerSelf for chaining.