API reference
Every public class, method, and event in @codexo/exojs. Generated from source.
classAnimationSystem
Owns and advances the AnimatedSprites whose frame playback is currently running, driving them once per frame from Application.update - the SystemMethods.preFrame phase, at SystemOrder.CoreAnimation. Registration is automatic and requires no user wiring: an AnimatedSprite registers itself here as soon as it is both *playing* and *attached* to a scene tree owned by an Application, and deregisters on `stop()`/`pause()`, on clip completion, on detach from the tree, and on `destroy()`. A sprite that is never attached to a tree (e.g. one drawn immediate-mode via `context.render(sprite)`) is never registered, and must be ticked by hand with AnimatedSprite.update - which stays public exactly for that case. Update iteration uses a snapshot so `onFrame`/`onComplete` handlers may freely play, stop, add or destroy sprites during the same frame without corrupting the loop.
import { AnimationSystem } from '@codexo/exojs'Owns and advances the AnimatedSprites whose frame playback is currently running, driving them once per frame from Application.update - the SystemMethods.preFrame phase, at SystemOrder.CoreAnimation.
Registration is automatic and requires no user wiring: an AnimatedSprite registers itself here as soon as it is both *playing* and *attached* to a scene tree owned by an Application, and deregisters on `stop()`/`pause()`, on clip completion, on detach from the tree, and on `destroy()`. A sprite that is never attached to a tree (e.g. one drawn immediate-mode via `context.render(sprite)`) is never registered, and must be ticked by hand with AnimatedSprite.update - which stays public exactly for that case.
Update iteration uses a snapshot so `onFrame`/`onComplete` handlers may freely play, stop, add or destroy sprites during the same frame without corrupting the loop.
new(): AnimationSystemclear(): thisdestroy(): voidsize: number