A data structure representing an animation in a spritesheet. This is a generic data structure used by characters, stage props, and more! BE CAREFUL when changing it.
Fields
optionalprefix:Null<String>
* The prefix for the frames of the animation as defined by the XML file.
* This will may or may not differ from the `name` of the animation,
* depending on how your animator organized their FLA or whatever.
*
* NOTE: For Sparrow animations, this is not optional, but for Packer animations it is.
optionaloffsets:Null<Array<Float>>
* Offset the character's position by this amount when playing this animation.
* @default [0, 0]
name:String
* The name for the animation.
* This should match the animation name queried by the game;
* for example, characters need animations with names `idle`, `singDOWN`, `singUPmiss`, etc.
optionalframeIndices:Null<Array<Int>>
* If you want this animation to use only certain frames of an animation with a given prefix,
* select them here.
* @example [0, 1, 2, 3] (use only the first four frames)
* @default [] (all frames)
optionalflipY:Null<Bool>
* Whether the animation's sprites should be flipped vertically.
* @default false
optionalflipX:Null<Bool>
* Whether the animation's sprites should be flipped horizontally.
* @default false
optionalassetPath:Null<String>
* Optionally specify an asset path to use for this specific animation.
* ONLY for use by MultiSparrow and MultiAnimateAtlas characters.
* @default The assetPath of the parent sprite
optionalanimType:Null<String>
* The type of animation to use.
* Only available for texture atlases.
* Options: "framelabel", "symbol"