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- 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)
- }
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