SpriteAnimation class

Represents a sprite animation, that is, a list of sprites that change with time.

Constructors

SpriteAnimation(List<SpriteAnimationFrame> frames, {bool loop = true})
SpriteAnimation.fromAsepriteData(Image image, Map<String, dynamic> jsonData)
Automatically creates an Animation Object using animation data provided by the json file provided by Aseprite.
factory
SpriteAnimation.fromFrameData(Image image, SpriteAnimationData data)
Create animation from a single image that contains all frames.
factory
SpriteAnimation.spriteList(List<Sprite> sprites, {required double stepTime, bool loop = true})
Create animation from a list of sprites all having the same transition time stepTime.
factory
SpriteAnimation.variableSpriteList(List<Sprite> sprites, {required List<double> stepTimes, bool loop = true})
Create animation from a list of sprites each having its own duration provided in the stepTimes list.
factory

Properties

clock ↔ double
Current clock time (total time) of this animation, in seconds, since last frame.
getter/setter pair
currentFrame → SpriteAnimationFrame
The current frame that should be displayed.
no setter
currentIndex ↔ int
Index of the current frame that should be displayed.
getter/setter pair
elapsed ↔ double
Total elapsed time of this animation, in seconds, since start or a reset.
getter/setter pair
frames ↔ List<SpriteAnimationFrame>
The frames that compose this animation.
getter/setter pair
hashCode → int
The hash code for this object.
no setterinherited
isLastFrame → bool
Returns whether the animation is on the last frame.
no setter
isSingleFrame → bool
Returns whether the animation has only a single frame (and is, thus, a still image).
no setter
loop ↔ bool
Whether the animation loops after the last sprite of the list, going back to the first, or keeps returning the last when done.
getter/setter pair
onComplete ↔ void Function()?
Registered method to be triggered when the animation complete.
getter/setter pair
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
stepTime ← double
Sets a fixed step time to all frames.
no getter
variableStepTimes ← List<double>
Sets a different step time to each frame. The sizes of the arrays must match.
no getter

Methods

clone() → SpriteAnimation
Returns a new Animation equal to this one in definition, but each copy can be run independently.
done() → bool
getSprite() → Sprite
Gets the current Sprite that should be shown.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
reset() → void
Resets the animation, like it would just have been created.
reversed() → SpriteAnimation
Returns a new Animation based on this animation, but with its frames in reversed order
setToLast() → void
Sets this animation to be on the last frame.
toString() → String
A string representation of this object.
inherited
totalDuration() → double
Computes the total duration of this animation (before it's done or repeats).
update(double dt) → void
Updates this animation, ticking the lifeTime by an amount dt (in seconds).

Operators

operator ==(Object other) → bool
The equality operator.
inherited

Static Methods

load(String src, SpriteAnimationData data, {Images? images}) → Future<SpriteAnimation>
Takes a path of an image, a SpriteAnimationData and loads the sprite animation. When the images is omitted, the global Flame.images is used.