Type String Event sprite Revision 2017.3060 Keywords sprite, phase
A string indicating the phase which the SpriteObject animation is currently in.
"began" — The animation began playing."ended" — The animation showed its final frame."bounce" — The animation bounced from forward to backward while playing."loop" — The animation looped from the beginning of the sequence."next" — The animation played a subsequent frame that's not one of the above phases.In a theoretical example of a sprite animation of 4 frames, here are the possible
-- Loop twice "began" 1 "next" 2 "next" 3 "next" 4 "loop" 1 "next" 2 "next" 3 "ended" 4 -- Loop indefinitely, no bounce (like above but no "ended" phase occurs) "began" 1 "next" 2 "next" 3 "next" 4 "loop" 1 "next" 2 "next" 3 "next" 4 --etc. -- Loop indefinitely, with bounce "began" 1 "next" 2 "next" 3 "bounce" 4 "next" 3 "next" 2 "loop" 1 "next" 2 "next" 3 --etc. -- Loop twice, with bounce "began" 1 "next" 2 "next" 3 "bounce" 4 "next" 3 "next" 2 "loop" 1 "next" 2 "next" 3 "bounce" 4 "next" 3 "next" 2 "ended" 1
-- Assumes "imageSheet" is already created via "graphics.newImageSheet()"
local sequenceData =
{
name = "walking",
start =3,
count = 6,
time = 100,
loopCount = 0, -- Optional; default is 0 (loop indefinitely)
loopDirection = "bounce" -- Optional; values include "forward" or "bounce"
}
local character = display.newSprite( imageSheet, sequenceData )
local function spriteListener( event )
print( event.name, event.target, event.phase, event.target.sequence )
end
-- Add sprite listener
character:addEventListener( "sprite", spriteListener )