SceneSprite.js 2.8 KB

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  1. require('Polycode/SceneMesh')
  2. function SceneSprite(spriteSet) {
  3. if(arguments[0] != "__skip_ptr__") {
  4. this.__ptr = Polycode.SceneSprite(spriteSet)
  5. }
  6. }
  7. SceneSprite.prototype = Object.create(SceneMesh.prototype)
  8. SceneSprite.prototype.Clone = function(deepClone,ignoreEditorOnly) {
  9. var retVal = new Entity()
  10. retVal.__ptr = Polycode.SceneSprite_Clone(this.__ptr, deepClone, ignoreEditorOnly)
  11. return retVal
  12. }
  13. SceneSprite.prototype.applyClone = function(clone,deepClone,ignoreEditorOnly) {
  14. Polycode.SceneSprite_applyClone(this.__ptr, clone.__ptr, deepClone, ignoreEditorOnly)
  15. }
  16. SceneSprite.prototype.getSpriteSet = function() {
  17. var retVal = new SpriteSet()
  18. retVal.__ptr = Polycode.SceneSprite_getSpriteSet(this.__ptr)
  19. return retVal
  20. }
  21. SceneSprite.prototype.getCurrentSprite = function() {
  22. var retVal = new Sprite()
  23. retVal.__ptr = Polycode.SceneSprite_getCurrentSprite(this.__ptr)
  24. return retVal
  25. }
  26. SceneSprite.prototype.setSpriteSet = function(spriteSet) {
  27. Polycode.SceneSprite_setSpriteSet(this.__ptr, spriteSet.__ptr)
  28. }
  29. SceneSprite.prototype.setSpriteByName = function(spriteName) {
  30. Polycode.SceneSprite_setSpriteByName(this.__ptr, spriteName)
  31. }
  32. SceneSprite.prototype.setCurrentFrame = function(frameIndex) {
  33. Polycode.SceneSprite_setCurrentFrame(this.__ptr, frameIndex)
  34. }
  35. SceneSprite.prototype.getCurrentFrame = function() {
  36. return Polycode.SceneSprite_getCurrentFrame(this.__ptr)
  37. }
  38. SceneSprite.prototype.Update = function() {
  39. Polycode.SceneSprite_Update(this.__ptr)
  40. }
  41. SceneSprite.prototype.Render = function(buffer) {
  42. Polycode.SceneSprite_Render(this.__ptr, buffer.__ptr)
  43. }
  44. SceneSprite.prototype.getSpriteBoundingBox = function() {
  45. var retVal = new Vector3()
  46. retVal.__ptr = Polycode.SceneSprite_getSpriteBoundingBox(this.__ptr)
  47. return retVal
  48. }
  49. SceneSprite.prototype.setPaused = function(val) {
  50. Polycode.SceneSprite_setPaused(this.__ptr, val)
  51. }
  52. SceneSprite.prototype.isPaused = function() {
  53. return Polycode.SceneSprite_isPaused(this.__ptr)
  54. }
  55. SceneSprite.prototype.setSprite = function(spriteEntry) {
  56. Polycode.SceneSprite_setSprite(this.__ptr, spriteEntry)
  57. }
  58. SceneSprite.prototype.setSpriteState = function(spriteState,startingFrame,playOnce) {
  59. Polycode.SceneSprite_setSpriteState(this.__ptr, spriteState.__ptr, startingFrame, playOnce)
  60. }
  61. SceneSprite.prototype.setSpriteStateByName = function(name,startingFrame,playOnce) {
  62. Polycode.SceneSprite_setSpriteStateByName(this.__ptr, name, startingFrame, playOnce)
  63. }
  64. SceneSprite.prototype.getCurrentSpriteState = function() {
  65. var retVal = new SpriteState()
  66. retVal.__ptr = Polycode.SceneSprite_getCurrentSpriteState(this.__ptr)
  67. return retVal
  68. }
  69. SceneSprite.prototype.getStartOnRandomFrame = function() {
  70. return Polycode.SceneSprite_getStartOnRandomFrame(this.__ptr)
  71. }
  72. SceneSprite.prototype.setStartOnRandomFrame = function(val) {
  73. Polycode.SceneSprite_setStartOnRandomFrame(this.__ptr, val)
  74. }