require('Polycode/SceneMesh') function SceneSprite() { if(arguments[0] != "__skip_ptr__") { this.__ptr = Polycode.SceneSprite() } } SceneSprite.prototype = Object.create(SceneMesh.prototype) SceneSprite.prototype.getCurrentSprite = function() { var retVal = new Sprite("__skip_ptr__") retVal.__ptr = Polycode.SceneSprite_getCurrentSprite(this.__ptr) return retVal } 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.getSpriteBoundingBox = function() { var retVal = new Vector3("__skip_ptr__") 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.setSpriteStateByName = function(name,startingFrame,playOnce) { Polycode.SceneSprite_setSpriteStateByName(this.__ptr, name, startingFrame, playOnce) } SceneSprite.prototype.getStartOnRandomFrame = function() { return Polycode.SceneSprite_getStartOnRandomFrame(this.__ptr) } SceneSprite.prototype.setStartOnRandomFrame = function(val) { Polycode.SceneSprite_setStartOnRandomFrame(this.__ptr, val) }