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SpriteAnimator

Struct SpriteAnimator 

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pub struct SpriteAnimator {
    pub animations: HashMap<String, SpriteAnimation>,
    pub state_machine: Option<AnimationStateMachine>,
    /* private fields */
}
Expand description

Drives frame-by-frame sprite animations with an optional state machine.

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§animations: HashMap<String, SpriteAnimation>§state_machine: Option<AnimationStateMachine>

Optional state machine for automatic transitions.

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impl SpriteAnimator

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pub fn new() -> Self

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pub fn add_animation(&mut self, anim: SpriteAnimation)

Add an animation to the library.

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pub fn play(&mut self, name: &str)

Play a named animation from the beginning.

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pub fn play_if_different(&mut self, name: &str)

Play only if not already playing this animation (avoids restart).

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pub fn stop(&mut self)

Stop playback (freeze on current frame).

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pub fn resume(&mut self)

Resume playback.

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pub fn is_finished(&self) -> bool

Whether the current animation has finished (Once/OnceAndDone).

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pub fn is_playing(&self) -> bool

Whether the animator is currently playing.

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pub fn current_animation(&self) -> &str

Current animation name.

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pub fn current_frame_index(&self) -> usize

Current frame index.

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pub fn tick(&mut self, dt: f32)

Advance the animation by dt seconds.

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pub fn current_glyphs(&self) -> &[FrameGlyph]

Get the current frame’s glyphs. Returns empty slice if no animation.

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pub fn current_frame(&self) -> Option<&SpriteFrame>

Get the current SpriteFrame if one exists.

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pub fn drain_events(&mut self) -> Vec<AnimEvent>

Drain all pending events.

Trait Implementations§

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impl Default for SpriteAnimator

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fn default() -> Self

Returns the “default value” for a type. Read more

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