nodesnim/nodes2d/animated_sprite

It provides display animated sprites.

Types

AnimatedSpriteObj = object of Node2DObj
  reversed*, paused*: bool
  filter*: ColorRef
  animation*: string
  animations*: AnimationArray[GlTextureObj]
AnimatedSpritePtr = ptr AnimatedSpriteObj

Procs

proc AnimatedSprite(name: string = "AnimatedSprite"): AnimatedSpritePtr {...}{.raises: [],
    tags: [].}

Creates a new AnimatedSprite pointer.

Arguments:

  • name is a node name.

Examples:

var node = AnimatedSprite("AnimatedSprite")

Methods

method draw(self: AnimatedSpritePtr; w, h: GLfloat) {...}{.raises: [GLerror], tags: [].}
this method uses in the window.nim.
method duplicate(self: AnimatedSpritePtr): AnimatedSpritePtr {...}{.base, raises: [],
    tags: [].}
Duplicates AnimatedSprite object and create a new AnimatedSprite pointer.
method getGlobalMousePosition(self: AnimatedSpritePtr): Vector2Ref {...}{.inline,
    raises: [], tags: [].}
Returns mouse position.
method addAnimation(self: AnimatedSpritePtr; name: string; speed: float = 2.0'f32) {...}{.
    base, raises: [], tags: [].}

Adds a new animation to the AnimatedSprite animations.

Arguments:

  • name is an animation name.
  • speed is an animation speed.
method addFrame(self: AnimatedSpritePtr; name: string; frame: GlTextureObj) {...}{.base,
    raises: [], tags: [].}

Adds a new frame in the animation.

Arguments:

  • name is an animation name.
method removeAnimation(self: AnimatedSpritePtr; name: string) {...}{.base, raises: [],
    tags: [].}

Deletes animation from the AnimatedSprite animations. If name is a current animation name, then animation will not delete.

Arguments:

  • name is an animation name.
method pause(self: AnimatedSpritePtr) {...}{.base, raises: [], tags: [].}
Stops animation.
method play(self: AnimatedSpritePtr; name: string = ""; backward: bool = false) {...}{.base,
    raises: [], tags: [].}

Plays animation.

Arguments:

  • name is an animation name. if it is "" than plays current animation.
  • if backward is true then plays animation in reverse order.
method resume(self: AnimatedSpritePtr) {...}{.base, raises: [], tags: [].}
Resumes animation.
method setSpeed(self: AnimatedSpritePtr; name: string = ""; speed: float = 2.0'f32) {...}{.base,
    raises: [], tags: [].}

Changes animation speed. If name is "" then changes the speed of the current animation.

Arguments:

  • name is an animation name.
  • speed is a new speed.