Skip to content
JulGame Docs
GitHub

Animator.animations

An array of animations.

Example

    animation1 = Animation([Math.Vector4(0,0,16,16), Math.Vector4(0,17,16,16)], 60)
    animation2 = Animation([Math.Vector4(0,0,16,16), Math.Vector4(0,17,16,16)], 30)
    animations = [animation1, animation2]
    animator = Animator(animations)

The active selection of code is creating two animations and an animator.

The Animation class is being instantiated twice, each time with two arguments. The first argument is a array of Math.Vector4 objects, and the second argument is an integer representing the frame rate.

A Math.Vector4 object is a mathematical vector with four components. In this context, each Math.Vector4 object represents a frame of an animation, with the four components corresponding to the x-coordinate, y-coordinate, width, and height of the frame on a sprite sheet. This is similar to the cropping of an image as explained earlier.

The first animation, animation1, is created with a frame rate of 60. This means that it will display 60 frames per second. The frames for this animation are defined by two Math.Vector4 objects: (0,0,16,16) and (0,17,16,16). These vectors define two different regions on the sprite sheet that will be displayed as frames of the animation.

The second animation, animation2, is created in the same way as the first, but with a frame rate of 30. This means it will display 30 frames per second.

The animations array is then created, containing both animation1 and animation2.

Finally, an Animator object is created with the animations array as an argument. The Animator class is likely responsible for managing and playing the animations at the correct frame rates. It may also handle tasks such as looping animations, transitioning between animations, and stopping or pausing animations.