function SpriteState(spriteSet,name) { if(arguments[0] != "__skip_ptr__") { this.__ptr = Polycode.SpriteState(spriteSet,name) } } Duktape.fin(SpriteState.prototype, function (x) { if (x === SpriteState.prototype) { return; } Polycode.SpriteState__delete(x.__ptr) }) SpriteState.prototype.setName = function(name) { Polycode.SpriteState_setName(this.__ptr, name) } SpriteState.prototype.getName = function() { return Polycode.SpriteState_getName(this.__ptr) } SpriteState.prototype.getNumFrameIDs = function() { return Polycode.SpriteState_getNumFrameIDs(this.__ptr) } SpriteState.prototype.getFrameIDAtIndex = function(index) { return Polycode.SpriteState_getFrameIDAtIndex(this.__ptr, index) } SpriteState.prototype.getMeshForFrameIndex = function(index) { var retVal = new Mesh() retVal.__ptr = Polycode.SpriteState_getMeshForFrameIndex(this.__ptr, index) return retVal } SpriteState.prototype.insertFrame = function(index,frameID) { Polycode.SpriteState_insertFrame(this.__ptr, index, frameID) } SpriteState.prototype.removeFrameByIndex = function(frameIndex) { Polycode.SpriteState_removeFrameByIndex(this.__ptr, frameIndex) } SpriteState.prototype.clearFrames = function() { Polycode.SpriteState_clearFrames(this.__ptr) } SpriteState.prototype.setPixelsPerUnit = function(ppu) { Polycode.SpriteState_setPixelsPerUnit(this.__ptr, ppu) } SpriteState.prototype.getPixelsPerUnit = function() { return Polycode.SpriteState_getPixelsPerUnit(this.__ptr) } SpriteState.prototype.rebuildStateMeshes = function() { Polycode.SpriteState_rebuildStateMeshes(this.__ptr) } SpriteState.prototype.setStateFPS = function(fps) { Polycode.SpriteState_setStateFPS(this.__ptr, fps) } SpriteState.prototype.getStateFPS = function() { return Polycode.SpriteState_getStateFPS(this.__ptr) } SpriteState.prototype.getLargestFrameBoundingBox = function() { var retVal = new Vector3() retVal.__ptr = Polycode.SpriteState_getLargestFrameBoundingBox(this.__ptr) return retVal } SpriteState.prototype.setBoundingBox = function(boundingBox) { Polycode.SpriteState_setBoundingBox(this.__ptr, boundingBox) } SpriteState.prototype.getBoundingBox = function() { var retVal = new Vector2() retVal.__ptr = Polycode.SpriteState_getBoundingBox(this.__ptr) return retVal } SpriteState.prototype.getSpriteOffset = function() { var retVal = new Vector2() retVal.__ptr = Polycode.SpriteState_getSpriteOffset(this.__ptr) return retVal } SpriteState.prototype.setSpriteOffset = function(offset) { Polycode.SpriteState_setSpriteOffset(this.__ptr, offset) }