SimpleDirectionAnimation constructor
SimpleDirectionAnimation({
- required FutureOr<
SpriteAnimation> idleRight, - required FutureOr<
SpriteAnimation> runRight, - FutureOr<
SpriteAnimation> ? idleLeft, - FutureOr<
SpriteAnimation> ? runLeft, - FutureOr<
SpriteAnimation> ? idleUp, - FutureOr<
SpriteAnimation> ? idleDown, - FutureOr<
SpriteAnimation> ? idleUpLeft, - FutureOr<
SpriteAnimation> ? idleUpRight, - FutureOr<
SpriteAnimation> ? idleDownLeft, - FutureOr<
SpriteAnimation> ? idleDownRight, - FutureOr<
SpriteAnimation> ? runUp, - FutureOr<
SpriteAnimation> ? runDown, - FutureOr<
SpriteAnimation> ? runUpLeft, - FutureOr<
SpriteAnimation> ? runUpRight, - FutureOr<
SpriteAnimation> ? runDownLeft, - FutureOr<
SpriteAnimation> ? runDownRight, - Map<
dynamic, FutureOr< ? others,SpriteAnimation> > - bool enabledFlipX = true,
- bool enabledFlipY = false,
- bool eightDirection = false,
- Vector2? centerAnchor,
Implementation
SimpleDirectionAnimation({
required FutureOr<SpriteAnimation> idleRight,
required FutureOr<SpriteAnimation> runRight,
FutureOr<SpriteAnimation>? idleLeft,
FutureOr<SpriteAnimation>? runLeft,
FutureOr<SpriteAnimation>? idleUp,
FutureOr<SpriteAnimation>? idleDown,
FutureOr<SpriteAnimation>? idleUpLeft,
FutureOr<SpriteAnimation>? idleUpRight,
FutureOr<SpriteAnimation>? idleDownLeft,
FutureOr<SpriteAnimation>? idleDownRight,
FutureOr<SpriteAnimation>? runUp,
FutureOr<SpriteAnimation>? runDown,
FutureOr<SpriteAnimation>? runUpLeft,
FutureOr<SpriteAnimation>? runUpRight,
FutureOr<SpriteAnimation>? runDownLeft,
FutureOr<SpriteAnimation>? runDownRight,
Map<dynamic, FutureOr<SpriteAnimation>>? others,
this.enabledFlipX = true,
this.enabledFlipY = false,
this.eightDirection = false,
this.centerAnchor,
}) {
_loader?.add(
AssetToLoad<SpriteAnimation>(
idleLeft,
(value) => _idleLeftAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
idleRight,
(value) => _idleRightAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
idleDown,
(value) => _idleDownAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(idleUp, (value) => _idleUpAnim = value),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
idleUpLeft,
(value) => _idleUpLeftAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
idleUpRight,
(value) => _idleUpRightAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
idleDownLeft,
(value) => _idleDownLeftAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
idleDownRight,
(value) => _idleDownRightAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(runUp, (value) => _runUpAnim = value),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
runRight,
(value) => _runRightAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(runDown, (value) => _runDownAnim = value),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(runLeft, (value) => _runLeftAnim = value),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
runUpLeft,
(value) => _runUpLeftAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
runUpRight,
(value) => _runUpRightAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
runDownLeft,
(value) => _runDownLeftAnim = value,
),
);
_loader?.add(
AssetToLoad<SpriteAnimation>(
runDownRight,
(value) => _runDownRightAnim = value,
),
);
others?.forEach((key, anim) {
_loader?.add(
AssetToLoad<SpriteAnimation>(anim, (value) {
return this.others[key] = value!;
}),
);
});
_renderWrapper = RenderTransformWrapper(
transforms: [
FlipRenderTransform(
_flipRenderTransform,
),
CenterAdjustRenderTransform(
_adjustRenderTransform,
),
],
render: _myRender,
);
_fastAnimationRenderWrapper = RenderTransformWrapper(
transforms: [
FlipRenderTransform(
_flipFastAnimationRenderTransform,
),
CenterAdjustRenderTransform(
_adjustRenderTransform,
),
],
render: _myFastAnimationRender,
);
}