Animation for sprites, set with Sprite.animate

Two main services create animations:

  • The constructors accepts an array of textures and the number of frames per seconds: new Animation(array_of_subtextures, 10.0)
  • The method Texture::to_animation uses the whole texture dividing it in frames either on X or Y: new Texture("path/in/assets.png").to_animation(30.0, 0, 12)

Introduced properties

fun fps: Float

gamnit :: Animation :: fps

Frames per seconds, a higher value makes this animation faster
protected fun fps=(fps: Float)

gamnit :: Animation :: fps=

Frames per seconds, a higher value makes this animation faster
fun frames: SequenceRead[Texture]

gamnit :: Animation :: frames

Frames composing this animation
protected fun frames=(frames: SequenceRead[Texture])

gamnit :: Animation :: frames=

Frames composing this animation
fun valid: Bool

gamnit :: Animation :: valid

Are the frames valid for an animation? (see the requirements in frames)
protected fun valid=(valid: Bool)

gamnit :: Animation :: valid=

Are the frames valid for an animation? (see the requirements in frames)

Redefined properties

redef type SELF: Animation

gamnit $ Animation :: SELF

Type of this instance, automatically specialized in every class

All properties

fun !=(other: nullable Object): Bool

core :: Object :: !=

Have self and other different values?
fun ==(other: nullable Object): Bool

core :: Object :: ==

Have self and other the same value?
type CLASS: Class[SELF]

core :: Object :: CLASS

The type of the class of self.
type SELF: Object

core :: Object :: SELF

Type of this instance, automatically specialized in every class
protected fun class_factory(name: String): CLASS

core :: Object :: class_factory

Implementation used by get_class to create the specific class.
fun class_name: String

core :: Object :: class_name

The class name of the object.
fun fps: Float

gamnit :: Animation :: fps

Frames per seconds, a higher value makes this animation faster
protected fun fps=(fps: Float)

gamnit :: Animation :: fps=

Frames per seconds, a higher value makes this animation faster
fun frames: SequenceRead[Texture]

gamnit :: Animation :: frames

Frames composing this animation
protected fun frames=(frames: SequenceRead[Texture])

gamnit :: Animation :: frames=

Frames composing this animation
fun get_class: CLASS

core :: Object :: get_class

The meta-object representing the dynamic type of self.
fun hash: Int

core :: Object :: hash

The hash code of the object.
init init

core :: Object :: init

fun inspect: String

core :: Object :: inspect

Developer readable representation of self.
protected fun inspect_head: String

core :: Object :: inspect_head

Return "CLASSNAME:#OBJECTID".
intern fun is_same_instance(other: nullable Object): Bool

core :: Object :: is_same_instance

Return true if self and other are the same instance (i.e. same identity).
fun is_same_serialized(other: nullable Object): Bool

core :: Object :: is_same_serialized

Is self the same as other in a serialization context?
intern fun is_same_type(other: Object): Bool

core :: Object :: is_same_type

Return true if self and other have the same dynamic type.
intern fun object_id: Int

core :: Object :: object_id

An internal hash code for the object based on its identity.
fun output

core :: Object :: output

Display self on stdout (debug only).
intern fun output_class_name

core :: Object :: output_class_name

Display class name on stdout (debug only).
fun serialization_hash: Int

core :: Object :: serialization_hash

Hash value use for serialization
intern fun sys: Sys

core :: Object :: sys

Return the global sys object, the only instance of the Sys class.
abstract fun to_jvalue(env: JniEnv): JValue

core :: Object :: to_jvalue

fun to_s: String

core :: Object :: to_s

User readable representation of self.
fun valid: Bool

gamnit :: Animation :: valid

Are the frames valid for an animation? (see the requirements in frames)
protected fun valid=(valid: Bool)

gamnit :: Animation :: valid=

Are the frames valid for an animation? (see the requirements in frames)
package_diagram gamnit::Animation Animation core::Object Object gamnit::Animation->core::Object

Parents

interface Object

core :: Object

The root of the class hierarchy.

Class definitions

gamnit $ Animation
# Animation for sprites, set with `Sprite.animate`
#
# Two main services create animations:
# * The constructors accepts an array of textures and the number of frames per
#   seconds: `new Animation(array_of_subtextures, 10.0)`
# * The method `Texture::to_animation` uses the whole texture
#   dividing it in frames either on X or Y:
#   `new Texture("path/in/assets.png").to_animation(30.0, 0, 12)`
class Animation

	# Frames composing this animation
	#
	# All frames must share the same `Texture::root`, be on a vertical or
	# horizontal line, be spaced equally and share the same dimensions.
	var frames: SequenceRead[Texture]

	# Frames per seconds, a higher value makes this animation faster
	#
	# The animation speed is also affected by `SpriteSet::time_mod`.
	var fps: Float

	# Are the `frames` valid for an animation? (see the requirements in `frames`)
	var valid: Bool is lazy do
		var r: nullable RootTexture = null
		for f in frames do
			if r == null then
				r = f.root
			else
				if r != f.root then return false
			end
		end

		# TODO check for line, constant distance, and same aspect ratio.

		return true
	end
end
lib/gamnit/flat/flat_core.nit:321,1--357,3