Class: Animations

rune.animation.Animations(target)

The Animations class represents a subsystem for managing keyframe-based animation within a Sprite object.

Constructor

new Animations(target)

Creates a new instance of the Animations class.
Parameters:
Name Type Description
target rune.display.Sprite The Sprite object to which the animation is linked.
Source:

Members

(readonly) current :rune.animation.Animation

Current animation. If this reference is null, no animation has been added.
Type:
Source:

(readonly) frame :rune.geom.Rectangle

Frame data. This is information that describes which part of the Sprite object's texture data is to be used for the current animation's current frame. This reference is primarily intended for internal use, but may be used for specific purposes.
Type:
Source:

Methods

add(animation) → {boolean}

Adds an animation. An animation needs to use a unique ID (name) to be added. If an animation with the same name already exists, the new animation will not be added.
Parameters:
Name Type Description
animation rune.animation.Animation Animation to be added.
Source:
Throws:
If incorrect data type is used.
Type
TypeError
Returns:
Type
boolean

clear() → {undefined}

Removes all animations.
Source:
Returns:
Type
undefined

create(name, frames, framerate, looped) → {boolean}

Creates a new animation. After an animation is created, it is automatically added to the animation system.
Parameters:
Name Type Description
name string The name of the animation.
frames Array.<number> Frame sequence.
framerate number Playback speed specified in frames per second.
looped boolean Whether or not to loop the animation sequence.
Source:
Returns:
Type
boolean

find(name) → {rune.animation.Animation}

Search for an animation in the animation system by its name. If no animation is found, null is returned.
Parameters:
Name Type Description
name string The name of the animation requested.
Source:
Returns:
Type
rune.animation.Animation

goto(name, frame) → {undefined}

Changes the animation sequence and goes to a specific frame in that sequence.
Parameters:
Name Type Description
name string Requested animation.
frame number Frame to go to.
Source:
Returns:
Type
undefined

gotoAndPlay(name, frame) → {undefined}

Switches animation sequence and goes to a specific frame in that sequence and resumes playback from there.
Parameters:
Name Type Description
name string Requested animation.
frame number Frame to go to.
Source:
Returns:
Type
undefined

gotoAndStop(name, frame) → {undefined}

Changes the animation sequence and goes to a specific frame in that sequence and stops playback on that frame.
Parameters:
Name Type Description
name string Requested animation.
frame number Frame to go to.
Source:
Returns:
Type
undefined

gotoNextFrame() → {undefined}

Goes to the next frame in the current animation sequence.
Source:
Returns:
Type
undefined

gotoPreviousFrame() → {undefined}

Goes to the previous frame in the current animation sequence.
Source:
Returns:
Type
undefined

gotoRandomFrame() → {undefined}

Goes to a random frame in the current animation sequence.
Source:
Returns:
Type
undefined

play() → {undefined}

Plays the current animation sequence. If the animation is stopped, playback resumes from the previous position. If the animation is already playing, playback continues.
Source:
Returns:
Type
undefined

remove(name) → {boolean}

Removes an animation.
Parameters:
Name Type Description
name string Animation to remove.
Source:
Returns:
Type
boolean

stop() → {undefined}

Stops playback of current animation sequence.
Source:
Returns:
Type
undefined