AnimatedSpriteVPlay

Plays a single sprite animation stored as a series of frames. More...

Import Statement: import VPlay 2.0
Inherits:

Item

Properties

Methods

Detailed Description

AnimatedSpriteVPlay provides rendering and control over animations which are provided as multiple frames in the same image file. You can play it at a fixed speed, at the frame rate of your display, or manually advance and control the progress.

For full Qt 5 documentation see AnimatedSprite and the Sprite Animations overview. Note that the AnimatedSpriteVPlay type does not use SpriteVPlay types to define multiple animations, but instead encapsulates a single animation itself.

Note: For sprites with improved performance use TexturePackerAnimatedSpriteVPlay instead.

V-Play Additions to AnimatedSprite

AnimatedSpriteVPlay enhances the Qt 5 component AnimatedSprite with Content Scaling and Dynamic Image Switching Support & Density Independence.

Specifically, it allows you to:

See the V-Play Script for Multi-Resolution Asset Generation how to create sprite sheets from single sprite frames and scale them down automatically.

Property Documentation

currentFrame : alias


frameCount : alias


frameDuration : alias


frameHeight : int


frameRate : alias


frameSync : alias


frameWidth : int


frameX : int


frameY : int


interpolate : alias


loops : alias


mirrorX : bool

This property holds whether the image should be horizontally mirrored.

Note: Mirroring on the horizontal axis is internally achieved by setting the Item::transform property. Thus if you set the transform property explicitly, you need to apply the y-scaling manually.

The default value is false.


mirrorY : bool

This property holds whether the image should be vertically mirrored.

Note: Mirroring on the verical axis is internally achieved by setting the Item::transform property. Thus if you set the transform property explicitly, you need to apply the y-scaling manually.

The default value is false.


paused : alias


reverse : alias


running : alias


source : alias


startFrameColumn : int

An alternative to defining frameX, the left position of the first frame in the Sprite animation. If set, the frameX property is automatically calculated based on the column number by multiplying it with the frameWidth.

Note: The first colum (so the left-most frame) starts with column 1, not 0. The default value is 1.


startFrameRow : int

An alternative to defining frameY, the top position of the first frame in the Sprite animation. If set, the frameY property is automatically calculated based on the row number by multiplying it with the frameHeight.

Note: The first row (so the top-most frame) starts with row 1, not 0. The default value is 1.


Method Documentation

advance()



restart()


resume()


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