Sprite<T> class
abstract
The frames a SpriteNode draws, and how long each is held.
Four implementations ship: a SpriteImage is one image, a SpriteAnimation is one run of frames, a SpriteGroup lays several of either end to end, and a SpriteMap does the same under names of your choosing. Implement this to draw frames packed some other way.
A SpriteEntry states everything about one entry, so each may have its own image and size.
A sprite has one name type at a time, T. SpriteNode
then enforces that all sprites use the same naming scheme.
- Implementers
Constructors
- Sprite()
-
const
Properties
-
entries
→ List<
SpriteEntry< T> > -
What this holds, in the order its entries are numbered.
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
reload(
) → Sprite< T> - Re-resolves this sprite against Ignis.cache.
-
resolve(
T key) → SpriteEntry< T> ? -
The entry
keynames, or null where nothing here answers to it. -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited