function SceneSprite() { } SceneSprite.prototype.Clone = function(deepClone,ignoreEditorOnly) { var retVal = new Entity() retVal.__ptr = Polycode.SceneSprite_Clone(this.__ptr, deepClone,ignoreEditorOnly) return retVal } SceneSprite.prototype.applyClone = function(clone,deepClone,ignoreEditorOnly) { Polycode.SceneSprite_applyClone(this.__ptr, clone,deepClone,ignoreEditorOnly) } SceneSprite.prototype.getSpriteSet = function() { var retVal = new SpriteSet() retVal.__ptr = Polycode.SceneSprite_getSpriteSet(this.__ptr) return retVal } SceneSprite.prototype.getCurrentSprite = function() { var retVal = new shared_ptr() retVal.__ptr = Polycode.SceneSprite_getCurrentSprite(this.__ptr) return retVal } SceneSprite.prototype.setSpriteSet = function(spriteSet) { Polycode.SceneSprite_setSpriteSet(this.__ptr, spriteSet) } SceneSprite.prototype.setSpriteByName = function(spriteName) { Polycode.SceneSprite_setSpriteByName(this.__ptr, spriteName) } SceneSprite.prototype.setCurrentFrame = function(frameIndex) { Polycode.SceneSprite_setCurrentFrame(this.__ptr, frameIndex) } SceneSprite.prototype.getCurrentFrame = function() { return Polycode.SceneSprite_getCurrentFrame(this.__ptr) } SceneSprite.prototype.Update = function() { Polycode.SceneSprite_Update(this.__ptr) } SceneSprite.prototype.Render = function(buffer) { Polycode.SceneSprite_Render(this.__ptr, buffer) } SceneSprite.prototype.getSpriteBoundingBox = function() { var retVal = new Vector3() retVal.__ptr = Polycode.SceneSprite_getSpriteBoundingBox(this.__ptr) return retVal } SceneSprite.prototype.setPaused = function(val) { Polycode.SceneSprite_setPaused(this.__ptr, val) } SceneSprite.prototype.isPaused = function() { return Polycode.SceneSprite_isPaused(this.__ptr) } SceneSprite.prototype.setSprite = function(spriteEntry) { Polycode.SceneSprite_setSprite(this.__ptr, spriteEntry) } SceneSprite.prototype.setSpriteState = function(spriteState,startingFrame,playOnce) { Polycode.SceneSprite_setSpriteState(this.__ptr, spriteState,startingFrame,playOnce) } SceneSprite.prototype.setSpriteStateByName = function(name,startingFrame,playOnce) { Polycode.SceneSprite_setSpriteStateByName(this.__ptr, name,startingFrame,playOnce) } SceneSprite.prototype.getCurrentSpriteState = function() { var retVal = new SpriteState() retVal.__ptr = Polycode.SceneSprite_getCurrentSpriteState(this.__ptr) return retVal } SceneSprite.prototype.getStartOnRandomFrame = function() { return Polycode.SceneSprite_getStartOnRandomFrame(this.__ptr) } SceneSprite.prototype.setStartOnRandomFrame = function(val) { Polycode.SceneSprite_setStartOnRandomFrame(this.__ptr, val) }