Package: pumpkin.display
Fast spritesheet renderer, caches display lists to statically allocated sprites. Note this allocates a single mesh then the points are moved into place, unused points are set to zero. Constraints: All sprites must have the same textureVery similary display list per frames for best results
Creates empty sprite sheet. |
Initialise | |
Add a new animation from a given frame range. | |
Add a new animation from a the current stage state. | |
Add new anim and generate unique id (internal) | |
Play anim by anim id. | |
Play anim by anim once by name. | |
Play anim by name. | |
Stop anim playing. | |
Play current anim. | |
Set current anim frame. | |
Apply frame mesh color multiplier, only valid until frame change, does not persist. | |
Generate the mesh for the current frame. | |
Updates one frame of the active animation and advances the frame. | |
Force frame render, will apply current frame to mesh object. | |
Debug dump anims to string. |
Stopped state ID (internal). | |
Playing state ID (internal). | |
Generated output mesh | |
Apply material to mesh renderer ( optional ) | |
Apply shared material to mesh renderer ( meshRenderer ) | |
Max number/total number of vericies generated ( internal ) | |
Max number/total number of triangle indicies generated ( internal ) | |
AnimFrame Frames list (internal) | |
AnimInfo anim list (internal) | |
Anim name to ID map | |
Last material used by the mesh generator (internal) | |
Set animation to loop. | |
Anim vertex offset. | |
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[dev] Current frame ( one based ) | |
[dev] Zero based frame index. | |
Returns active animation. |