Creates a new SkeletonAnimator
object.
The skeleton object used for calculating the resulting global matrices for transforming skinned sprite data.
Optional value that only allows the animator to perform calculation on the CPU. Defaults to false.
Returns the internal absolute time of the animator, calculated by the current time and the playback speed.
Returns the current active animation node.
Returns the current active animation node.
Returns the current active animation state.
adapter is used to provide MovieClip to scripts taken from different platforms setter typically managed by factory. getter defaults to AwayJS class
Returns the animation data set in use by the animator.
Determines whether the animators internal update mechanisms are active. Used in cases
where manual updates are required either via the time
property or update()
method.
Defaults to true.
A unique id for the asset, used to identify assets in an associative array
The original name used for this asset in the resource (e.g. file) in which
it was found. This may not be the same as name
, which may
have changed due to of a name conflict.
The amount by which passed time should be scaled. Used to slow down or speed up animations. Defaults to 1.
Gets and sets the internal time clock of the animator.
Enables translation of the animated graphics from data returned per frame via the positionDelta property of the active animation node. Defaults to true.
Indicates whether the skeleton animator is disabled by default for GPU rendering, something that allows the animator to perform calculation on the GPU. Defaults to false.
returns the calculated global matrices of the current skeleton pose.
returns the current skeleton pose output from the animator.
Returns the skeleton object in use by the animator - this defines the number and heirarchy of joints used by the skinned geoemtry to which skeleon animator is applied.
Offers the option of enabling GPU accelerated animation on skeletons larger than 32 joints by condensing the number of joint index values required per sprite. Only applicable to skeleton animations that utilise more than one sprite object. Defaults to false.
Offers the option of enabling GPU accelerated animation on skeletons larger than 32 joints by condensing the number of joint index values required per sprite. Only applicable to skeleton animations that utilise more than one sprite object. Defaults to false.
Applies the calculated time delta to the active animation state node or state transition object.
Add an event listener
Used by the graphics object to which the animator is applied, registers the owner for internal use.
for internal use.
Dispatch an event
check if an object has an event listener assigned to it
If the animation can't be performed on GPU, transform vertices manually
Sets the animation phase of the current active state's animation clip(s).
The phase value to use. 0 represents the beginning of an animation clip, 1 represents the end.
Plays an animation state registered with the given name in the animation data set.
The data set name of the animation state to be played.
An optional transition object that determines how the animator will transition from the currently active animation state.
An option offset time (in milliseconds) that resets the state's internal clock to the absolute time of the animator plus the offset value. Required for non-looping animation states.
Remove an event listener
Used by the graphics object from which the animator is removed, unregisters the owner for internal use.
Resumes the automatic playback clock controling the active state of the animator.
Pauses the automatic playback clock of the animator, in case manual updates are required via the
time
property or update()
method.
Provides a way to manually update the active state of the animator when automatic updates are disabled.
Generated using TypeDoc
Provides an interface for assigning skeleton-based animation data sets to sprite-based entity objects and controlling the various available states of animation through an interative playhead that can be automatically updated or manually triggered.