ScreenSprite.lua 1.1 KB

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  1. require "Polycode/ScreenShape"
  2. class "ScreenSprite" (ScreenShape)
  3. function ScreenSprite:ScreenSprite(...)
  4. if type(arg[1]) == "table" and count(arg) == 1 then
  5. if ""..arg[1]:class() == "ScreenShape" then
  6. self.__ptr = arg[1].__ptr
  7. return
  8. end
  9. end
  10. for k,v in pairs(arg) do
  11. if type(v) == "table" then
  12. if v.__ptr ~= nil then
  13. arg[k] = v.__ptr
  14. end
  15. end
  16. end
  17. if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
  18. self.__ptr = Polycore.ScreenSprite(unpack(arg))
  19. Polycore.__ptr_lookup[self.__ptr] = self
  20. end
  21. end
  22. function ScreenSprite:addAnimation(name, frames, speed)
  23. local retVal = Polycore.ScreenSprite_addAnimation(self.__ptr, name, frames, speed)
  24. end
  25. function ScreenSprite:playAnimation(name, startFrame, once)
  26. local retVal = Polycore.ScreenSprite_playAnimation(self.__ptr, name, startFrame, once)
  27. end
  28. function ScreenSprite:Update()
  29. local retVal = Polycore.ScreenSprite_Update(self.__ptr)
  30. end
  31. function ScreenSprite:Pause(val)
  32. local retVal = Polycore.ScreenSprite_Pause(self.__ptr, val)
  33. end
  34. function ScreenSprite:__delete()
  35. Polycore.__ptr_lookup[self.__ptr] = nil
  36. Polycore.delete_ScreenSprite(self.__ptr)
  37. end