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 key names, 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