class

GSDL::AnimatedSprite

Inherits GSDL::SpriteBase < GSDL::Directionable < GSDL::Area < GSDL::Collidable < GSDL::Centerable < GSDL::Entity < GSDL::Saveable < GSDL::Tweenable < Reference < Object

Constructors

new(key : Symbol, width : Int32, height : Int32, x : Num = 0, y : Num = 0, origin = {0_f32, 0_f32}, scale = {1_f32, 1_f32}, tint : Color | Nil = nil)
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Instance methods

add(*args, **options)
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add(*args, **options, &)
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draw(draw : Draw)
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frame_index(*args, **options)
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frame_index(*args, **options, &)
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frame_index=(arg)
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height
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pause(*args, **options)
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pause(*args, **options, &)
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paused?(*args, **options)
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paused?(*args, **options, &)
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play(*args, **options)
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play(*args, **options, &)
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playing?(*args, **options)
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playing?(*args, **options, &)
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update(dt : Float32)

Base update logic for all sprites. Returns true if the sprite is on-screen and should continue updating, or false if the subclass should abort its update.

ALWAYS call return unless super(dt) at the top of your custom update methods.

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width
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