SpriteGroup class
Several Sprites laid end to end, addressed as one run of entries.
final slime = SpriteGroup([
SpriteAnimation('assets/idle.png', .all(56), fps: 16),
SpriteAnimation('assets/jump.png', .all(56), fps: 24),
]);
node.play(1);
Entries are numbered straight through: each part contributes as many as it holds, and the next carries on. Each part brings its own image, frame size, rates, and looping.
A SpriteMap is the same run of entries under names of your choosing.
Constructors
-
SpriteGroup(Iterable<
Sprite< parts)int> >
Properties
-
entries
↔ List<
SpriteEntry< int> > -
What this holds, in the order its entries are numbered.
latefinaloverride-getter
- hashCode → int
-
The hash code for this object.
no setterinherited
-
parts
→ List<
Sprite< int> > -
What this draws, in the order their entries are numbered.
final
- 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(
) → SpriteGroup -
Re-resolves this sprite against Ignis.cache.
override
-
resolve(
int key) → SpriteEntry< int> ? -
The entry
keynames, or null where nothing here answers to it.override -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited