Constructor

new(parent:FlxAnimate, ?coolParsed:AnimAtlas)

Variables

read onlyfinished:Bool

read onlyisPlaying:Bool

When ever the animation is playing.

read onlylength:Int

@:value(false)swfRender:Bool = false

Checks if the movieclip should move or not. for having a similar experience to swfs

callback:(name:String, frameNumber:Int) ‑> Void

onComplete:() ‑> Void

Methods

@:value({ FrameRate : 0 })addByAnimIndices(Name:String, Indices:Array<Int>, FrameRate:Float = 0):Void

Creates an animation using the indices, looking as a reference the main animation of the texture atlas.

Parameters:

Name

The name of the animation you're creating

Indices

The indices you're gonna be using for the animation, like [0,1,2].

FrameRate

the framerate of the animation.

@:value({ Looped : true, FrameRate : 0 })addByCustomTimeline(Name:String, Timeline:FlxTimeline, FrameRate:Float = 0, Looped:Bool = true):Void

This adds a new animation by adding a custom timeline, obviously taking as a reference the timeline syntax! WARNING: I, CheemsAndFriends, do NOT recommend this unless you're using an extern json file to do this! if you wanna make a custom symbol to play around and is separated from the texture atlas, go ahead! but if you wanna just make a new symbol, just do it in Flash directly

Parameters:

Name

The name of the new Symbol.

Timeline

The timeline which will have the symbol.

FrameRate

The framerate it'll go, by default is 30.

@:value({ Y : 0, X : 0, Looped : true, FrameRate : 0 })addBySymbol(Name:String, SymbolName:String, FrameRate:Float = 0, Looped:Bool = true, X:Float = 0, Y:Float = 0):Void

Creates an animation using an already made symbol from a texture atlas

Parameters:

Name

The name of the animation

SymbolName

the name of the symbol you're looking. if you have two symbols beginning by the same name, use \ at the end to differ one symbol from another

X

the x axis of the animation.

Y

the y axis of the animation.

FrameRate

the framerate of the animation.

@:value({ Y : 0, X : 0, Looped : true, FrameRate : 0 })addBySymbolIndices(Name:String, SymbolName:String, Indices:Array<Int>, FrameRate:Float = 0, Looped:Bool = true, X:Float = 0, Y:Float = 0):Void

addCallbackTo(label:String, callback:() ‑> Void):Bool

Links a callback into a label.

Parameters:

label

the name of the label.

callback

the callback you're going to add

@:value({ frame : null })getByInstance(instance:String, ?frame:Int, ?layer:EitherType<String, Int>):FlxSymbol

getNextToFrameLabel(name:String):Null<String>

Checks the next frame label name you're looking for. WARNING: DO NOT confuse with anim.curSymbol.getNextToFrameLabel!!

Parameters:

name

the name of the frame label.

Returns:

A String. WARNING: it can be null

goToFrameLabel(name:String):Void

Redirects the frame into a frame with a frame label of that type.

Parameters:

name

the name of the label.

@:value({ Frame : 0, Reverse : false, Force : false, Name : "" })play(Name:String = "", Force:Bool = false, Reverse:Bool = false, Frame:Int = 0):Void

removeCallbackFrom(label:String, callback:() ‑> Void):Bool

update(elapsed:Float):Void