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Merge pull request #320 from NobleRobot/master
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New functionality in AnimationSequence: "nextAnimationStartFrame"
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alamboley authored Jul 28, 2017
2 parents d28c34f + dd9de76 commit a8a399e
Showing 1 changed file with 10 additions and 6 deletions.
16 changes: 10 additions & 6 deletions src/citrus/view/starlingview/AnimationSequence.as
Original file line number Diff line number Diff line change
@@ -1,18 +1,18 @@
package citrus.view.starlingview {
import flash.display.MovieClip;
import flash.utils.Dictionary;

import ash.signals.Signal1;

import citrus.core.CitrusEngine;
import citrus.core.starling.StarlingCitrusEngine;

import starling.display.MovieClip;
import starling.display.Sprite;
import starling.events.Event;
import starling.extensions.textureAtlas.DynamicAtlas;
import starling.textures.TextureAtlas;

import flash.display.MovieClip;
import flash.utils.Dictionary;

/**
* The Animation Sequence class represents all object animations in one sprite sheet. You have to create your texture atlas in your state class.
* Example : <code>var hero:Hero = new Hero("Hero", {x:400, width:60, height:130, view:new AnimationSequence(textureAtlas, ["walk", "duck", "idle", "jump"], "idle")});</code>
Expand All @@ -34,6 +34,8 @@ package citrus.view.starlingview {
private var _firstAnimLoop:Boolean;
private var _smoothing:String;

public var nextAnimationStartFrame:int = 0;

private var _mcSequences:Dictionary;
private var _previousAnimation:String;

Expand Down Expand Up @@ -151,8 +153,10 @@ package citrus.view.starlingview {
addChild(_mcSequences[animation]);
_ce.juggler.add(_mcSequences[animation]);
_mcSequences[animation].loop = animLoop;
_mcSequences[animation].currentFrame = 0;
_mcSequences[animation].currentFrame = nextAnimationStartFrame;

nextAnimationStartFrame = 0; // reset

_previousAnimation = animation;
}

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