SpriteAnimation class

Represents a sprite animation, that is, a list of sprites that change with time.


SpriteAnimation(List<SpriteAnimationFrame> frames, {bool loop = true})
SpriteAnimation.fromAsepriteData(Image image, Map<String, dynamic> jsonData)
Automatically creates an Animation Object using animation data provided by the json file provided by Aseprite.
SpriteAnimation.fromFrameData(Image image, SpriteAnimationData data)
Create animation from a single image that contains all frames.
SpriteAnimation.spriteList(List<Sprite> sprites, {required double stepTime, bool loop = true})
Create animation from a list of sprites all having the same transition time stepTime.
SpriteAnimation.variableSpriteList(List<Sprite> sprites, {required List<double> stepTimes, bool loop = true})
Create animation from a list of sprites each having its own duration provided in the stepTimes list.


frames List<SpriteAnimationFrame>
The frames that compose this animation.
getter/setter pair
hashCode int
The hash code for this object.
no setterinherited
loop bool
Whether the animation loops after the last sprite of the list, going back to the first, or keeps returning the last when done.
getter/setter pair
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
stepTime double
Sets a fixed step time to all frames.
no getter
variableStepTimes List<double>
Sets a different step time to each frame. The sizes of the arrays must match.
no getter


clone() SpriteAnimation
Returns a new Animation equal to this one in definition, but each copy can be run independently.
createTicker() SpriteAnimationTicker
Creates and returns a new SpriteAnimationTicker.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
reversed() SpriteAnimation
Returns a new Animation based on this animation, but with its frames in reversed order
toString() String
A string representation of this object.


operator ==(Object other) bool
The equality operator.

Static Methods

load(String src, SpriteAnimationData data, {Images? images}) Future<SpriteAnimation>
Takes a path of an image, a SpriteAnimationData and loads the sprite animation. When the images is omitted, the global Flame.images is used.