class flixel.animation.FlxAnimationController implements IFlxDestroyable

Available on all platforms

Instance Fields

var curAnim:FlxAnimation

Property access for currently playing FlxAnimation (warning: can be null).

var finished:Bool

Returns whether an _animations is finished playing.

var frameIndex:Int

Tell the sprite to change to a specific frame of the _curAnim.

var frameName:String

Tell the sprite to change to a frame with specific name. * Useful for sprites with loaded TexturePacker atlas.

var frames:Int

The total number of frames in this image. WARNING: assumes each row in the sprite sheet is full!

var name:String

Gets or sets the currently playing _animations (warning: can be null).

var paused:Bool

Pause & resume _curAnim.

function new(Sprite:FlxSprite):Void

function add(Name:String, Frames:Array<Int>, ?FrameRate:Int = 30, ?Looped:Bool = true):Void

Adds a new _animations to the sprite. *

Name

What this animation should be called (e.g. "run"). *

Frames

An array of numbers indicating what frames to play in what order (e.g. 1, 2, 3). *

FrameRate

The speed in frames per second that the _animations should play at (e.g. 40 fps). *

Looped

Whether or not the _animations is looped or just plays once.

function addByIndices(Name:String, Prefix:String, Indices:Array<Int>, Postfix:String, ?FrameRate:Int = 30, ?Looped:Bool = true):Void

Adds a new _animations to the sprite. *

Name

What this _animations should be called (e.g. "run"). *

Prefix

Common beginning of image names in atlas (e.g. "tiles-") *

Indices

An array of numbers indicating what frames to play in what order (e.g. 1, 2, 3). *

Postfix

Common ending of image names in atlas (e.g. ".png") *

FrameRate

The speed in frames per second that the _animations should play at (e.g. 40 fps). *

Looped

Whether or not the _animations is looped or just plays once.

function addByNames(Name:String, FrameNames:Array<String>, ?FrameRate:Int = 30, ?Looped:Bool = true):Void

Adds a new _animations to the sprite. *

Name

What this _animations should be called (e.g. "run"). *

FrameNames

An array of image names from atlas indicating what frames to play in what order. *

FrameRate

The speed in frames per second that the _animations should play at (e.g. 40 fps). *

Looped

Whether or not the _animations is looped or just plays once.

function addByPrefix(Name:String, Prefix:String, ?FrameRate:Int = 30, ?Looped:Bool = true):Void

Adds a new _animations to the sprite. *

Name

What this _animations should be called (e.g. "run"). *

Prefix

Common beginning of image names in atlas (e.g. "tiles-") *

FrameRate

The speed in frames per second that the _animations should play at (e.g. 40 fps). *

Looped

Whether or not the _animations is looped or just plays once.

function addByStringIndices(Name:String, Prefix:String, Indices:Array<String>, Postfix:String, ?FrameRate:Int = 30, ?Looped:Bool = true):Void

Adds a new _animations to the sprite. Should works a little bit faster than addByIndices() *

Name

What this _animations should be called (e.g. "run"). *

Prefix

Common beginning of image names in atlas (e.g. "tiles-") *

Indices

An array of strings indicating what frames to play in what order (e.g. ["01", "02", "03"]). *

Postfix

Common ending of image names in atlas (e.g. ".png") *

FrameRate

The speed in frames per second that the _animations should play at (e.g. 40 fps). *

Looped

Whether or not the _animations is looped or just plays once.

function append(Name:String, Frames:Array<Int>):Void

Adds to an existing _animations in the sprite by appending the specified frames to the existing frames. * Use this method when the indices of the frames in the atlas are already known. * The animation must already exist in order to append frames to it. FrameRate and Looped are unchanged. *

Name

What the existing _animations is called (e.g. "run"). *

Frames

An array of numbers indicating what frames to append (e.g. 1, 2, 3).

function appendByIndices(Name:String, Prefix:String, Indices:Array<Int>, Postfix:String):Void

Adds to an existing _animations in the sprite by appending the specified frames to the existing frames. * Use this method when the names of each frame from the atlas share a common prefix and postfix (e.g. "walk00.png", "walk01.png"). Leading zeroes are ignored for matching indices (5 will match "5" and "005"). * The animation must already exist in order to append frames to it. FrameRate and Looped are unchanged. *

Name

What the existing _animations is called (e.g. "run"). *

Prefix

Common beginning of image names in atlas (e.g. "tiles-") *

Indices

An array of numbers indicating what frames to append (e.g. 1, 2, 3). *

Postfix

Common ending of image names in atlas (e.g. ".png")

function appendByNames(Name:String, FrameNames:Array<String>):Void

Adds to an existing _animations in the sprite by appending the specified frames to the existing frames. * Use this method when the exact name of each frame from the atlas is known (e.g. "walk00.png", "walk01.png"). * The animation must already exist in order to append frames to it. FrameRate and Looped are unchanged. *

Name

What the existing _animations is called (e.g. "run"). *

FrameNames

An array of image names from atlas indicating what frames to append.

function appendByPrefix(Name:String, Prefix:String):Void

Adds to an existing _animations in the sprite by appending the specified frames to the existing frames. * Use this method when the names of each frame from the atlas share a common prefix (e.g. "walk00.png", "walk01.png"). Frames are sorted numerically while ignoring postfixes (e.g. ".png", ".gif"). * The animation must already exist in order to append frames to it. FrameRate and Looped are unchanged. *

Name

What the existing _animations is called (e.g. "run"). *

Prefix

Common beginning of image names in atlas (e.g. "tiles-")

function appendByStringIndices(Name:String, Prefix:String, Indices:Array<String>, Postfix:String):Void

Adds to an existing _animations in the sprite by appending the specified frames to the existing frames. Should works a little bit faster than appendByIndices(). * Use this method when the names of each frame from the atlas share a common prefix and postfix (e.g. "walk00.png", "walk01.png"). * The animation must already exist in order to append frames to it. FrameRate and Looped are unchanged. *

Name

What the existing _animations is called (e.g. "run"). *

Prefix

Common beginning of image names in atlas (e.g. "tiles-") *

Indices

An array of strings indicating what frames to append (e.g. "01", "02", "03"). *

Postfix

Common ending of image names in atlas (e.g. ".png")

function callback(:String, :Int, :Int):Void

If assigned, will be called each time the current frame changes. * A function that has 3 parameters: a string name, a frame number, and a frame index.

function createPrerotated(?Controller:FlxAnimationController = null):Void

function destroy():Void

function get(Name:String):FlxAnimation

Gets an animation by name *

Name

The name of the animation. *

returns

Animation FlxAnimation object with the specified name.

function getByName(Name:String):FlxAnimation

Gets the FlxAnim object with the specified name.

function getFrameIndex(Frame:FlxFrame):Int

Helper function used for finding index of FlxFrame in _framesData's frames array *

Frame

FlxFrame to find *

returns

position of specified FlxFrame object.

function pause():Void

Pauses current _animations

function play(AnimName:String, ?Force:Bool = false, ?Frame:Int = 0):Void

Plays an existing animations (e.g. "run"). * If you call an animations that is already playing it will be ignored. *

AnimName

The string name of the _animations you want to play. *

Force

Whether to force the _animations to restart. *

Frame

The frame number in _animations you want to start from (0 by default). If you pass negative value then it will start from random frame

function randomFrame():Void

Tell the sprite to change to a random frame of _animations * Useful for instantiating particles or other weird things.

function resume():Void

Resumes current _animations if it's exist

function update():Void