API Documentation for: 0.7.1
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SpriteSheet Class

Extends EventDispatcher
Defined in: SpriteSheet:38
Module: EaselJS

Encapsulates the properties and methods associated with a sprite sheet. A sprite sheet is a series of images (usually animation frames) combined into a larger image (or images). For example, an animation consisting of eight 100x100 images could be combined into a single 400x200 sprite sheet (4 frames across by 2 high).

The data passed to the SpriteSheet constructor defines three critical pieces of information:

  1. The image or images to use.
  2. The positions of individual image frames. This data can be represented in one of two ways: As a regular grid of sequential, equal-sized frames, or as individually defined, variable sized frames arranged in an irregular (non-sequential) fashion.
  3. Likewise, animations can be represented in two ways: As a series of sequential frames, defined by a start and end frame [0,3], or as a list of frames [0,1,2,3].

SpriteSheet Format

 data = {
     // DEFINING FRAMERATE:
     // this specifies the framerate that will be set on the SpriteSheet. See framerate
     // for more information.
     framerate: 20,

     // DEFINING IMAGES:
     // list of images or image URIs to use. SpriteSheet can handle preloading.
     // the order dictates their index value for frame definition.
     images: [image1, "path/to/image2.png"],

     // DEFINING FRAMES:
        // the simple way to define frames, only requires frame size because frames are consecutive:
        // define frame width/height, and optionally the frame count and registration point x/y.
        // if count is omitted, it will be calculated automatically based on image dimensions.
        frames: {width:64, height:64, count:20, regX: 32, regY:64},

        // OR, the complex way that defines individual rects for frames.
        // The 5th value is the image index per the list defined in "images" (defaults to 0).
        frames: [
            // x, y, width, height, imageIndex, regX, regY
            [0,0,64,64,0,32,64],
            [64,0,96,64,0]
        ],

     // DEFINING ANIMATIONS:

        // simple animation definitions. Define a consecutive range of frames (begin to end inclusive).
        // optionally define a "next" animation to sequence to (or false to stop) and a playback "speed".
        animations: {
            // start, end, next, speed
            run: [0,8],
            jump: [9,12,"run",2]
        }

     // the complex approach which specifies every frame in the animation by index.
     animations: {
         run: {
             frames: [1,2,3,3,2,1]
         },
         jump: {
             frames: [1,4,5,6,1],
             next: "run",
             speed: 2
         },
         stand: { frames: [7] }
     }

        // the above two approaches can be combined, you can also use a single frame definition:
        animations: {
            run: [0,8,true,2],
            jump: {
                frames: [8,9,10,9,8],
                next: "run",
                speed: 2
            },
            stand: 7
        }
 }

Note that the speed property was added in EaselJS 0.7.0. Earlier versions had a frequency property instead, which was the inverse of speed. For example, a value of "4" would be 1/4 normal speed in earlier versions, but us 4x normal speed in 0.7.0+.

Example

To define a simple sprite sheet, with a single image "sprites.jpg" arranged in a regular 50x50 grid with two animations, "run" looping from frame 0-4 inclusive, and "jump" playing from frame 5-8 and sequencing back to run:

 var data = {
     images: ["sprites.jpg"],
     frames: {width:50, height:50},
     animations: {run:[0,4], jump:[5,8,"run"]}
 };
 var spriteSheet = new createjs.SpriteSheet(data);
 var animation = new createjs.Sprite(spriteSheet, "run");

Warning: Images loaded cross-origin will throw cross-origin security errors when interacted with using a mouse, using methods such as getObjectUnderPoint, using filters, or caching. You can get around this by setting crossOrigin flags on your images before passing them to EaselJS, eg: img.crossOrigin="Anonymous";

Constructor

SpriteSheet

(
  • data
)

Defined in SpriteSheet:38

Parameters:

  • data Object

    An object describing the SpriteSheet data.

Methods

_calculateFrames

() protected

_dispatchEvent

(
  • eventObj
  • eventPhase
)
protected

Parameters:

_handleImageLoad

() protected

addEventListener

(
  • type
  • listener
  • [useCapture]
)
Function | Object

Adds the specified event listener. Note that adding multiple listeners to the same function will result in multiple callbacks getting fired.

Example

 displayObject.addEventListener("click", handleClick);
 function handleClick(event) {
    // Click happened.
 }

Parameters:

  • type String

    The string type of the event.

  • listener Function | Object

    An object with a handleEvent method, or a function that will be called when the event is dispatched.

  • [useCapture] Boolean optional

    For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.

Returns:

Function | Object:

Returns the listener for chaining or assignment.

clone

() SpriteSheet

Defined in clone:425

Returns a clone of the SpriteSheet instance.

Returns:

SpriteSheet:

a clone of the SpriteSheet instance.

dispatchEvent

(
  • eventObj
  • [target]
)
Boolean

Dispatches the specified event to all listeners.

Example

 // Use a string event
 this.dispatchEvent("complete");

 // Use an Event instance
 var event = new createjs.Event("progress");
 this.dispatchEvent(event);

Parameters:

  • eventObj Object | String | Event

    An object with a "type" property, or a string type. While a generic object will work, it is recommended to use a CreateJS Event instance. If a string is used, dispatchEvent will construct an Event instance with the specified type.

  • [target] Object optional

    The object to use as the target property of the event object. This will default to the dispatching object. This parameter is deprecated and will be removed.

Returns:

Boolean:

Returns the value of eventObj.defaultPrevented.

getAnimation

(
  • name
)
Object

Defined in getAnimation:368

Returns an object defining the specified animation. The returned object contains:

  • frames: an array of the frame ids in the animation
  • speed: the playback speed for this animation
  • name: the name of the animation
  • next: the default animation to play next. If the animation loops, the name and next property will be the same.

Parameters:

  • name String

    The name of the animation to get.

Returns:

Object:

a generic object with frames, speed, name, and next properties.

getAnimations

() Array

Defined in getAnimations:359

Returns an array of all available animation names as strings.

Returns:

Array:

an array of animation names available on this sprite sheet.

getFrame

(
  • frameIndex
)
Object

Defined in getFrame:384

Returns an object specifying the image and source rect of the specified frame. The returned object has:

  • an image property holding a reference to the image object in which the frame is found
  • a rect property containing a Rectangle instance which defines the boundaries for the frame within that image.

Parameters:

  • frameIndex Number

    The index of the frame.

Returns:

Object:

a generic object with image and rect properties. Returns null if the frame does not exist.

getFrameBounds

(
  • frameIndex
  • [rectangle]
)
Rectangle

Defined in getFrameBounds:400

Returns a Rectangle instance defining the bounds of the specified frame relative to the origin. For example, a 90 x 70 frame with a regX of 50 and a regY of 40 would return:

 [x=-50, y=-40, width=90, height=70]

Parameters:

  • frameIndex Number

    The index of the frame.

  • [rectangle] Rectangle optional

    A Rectangle instance to copy the values into. By default a new instance is created.

Returns:

Rectangle:

A Rectangle instance. Returns null if the frame does not exist, or the image is not fully loaded.

getNumFrames

(
  • animation
)
Number

Defined in getNumFrames:342

Returns the total number of frames in the specified animation, or in the whole sprite sheet if the animation param is omitted.

Parameters:

  • animation String

    The name of the animation to get a frame count for.

Returns:

Number:

The number of frames in the animation, or in the entire sprite sheet if the animation param is omitted.

hasEventListener

(
  • type
)
Boolean

Indicates whether there is at least one listener for the specified event type.

Parameters:

  • type String

    The string type of the event.

Returns:

Boolean:

Returns true if there is at least one listener for the specified event.

initialize

(
  • data
)
protected

Inherited from EventDispatcher but overwritten in initialize:252

Parameters:

  • data Object

    An object describing the SpriteSheet data.

off

(
  • type
  • listener
  • [useCapture]
)

Inherited from EventDispatcher: off:247

A shortcut to the removeEventListener method, with the same parameters and return value. This is a companion to the .on method.

Parameters:

  • type String

    The string type of the event.

  • listener Function | Object

    The listener function or object.

  • [useCapture] Boolean optional

    For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.

on

(
  • type
  • listener
  • [scope]
  • [once=false]
  • [data]
  • [useCapture=false]
)
Function

Inherited from EventDispatcher: on:175

A shortcut method for using addEventListener that makes it easier to specify an execution scope, have a listener only run once, associate arbitrary data with the listener, and remove the listener.

This method works by creating an anonymous wrapper function and subscribing it with addEventListener. The created anonymous function is returned for use with .removeEventListener (or .off).

Example

    var listener = myBtn.on("click", handleClick, null, false, {count:3});
    function handleClick(evt, data) {
        data.count -= 1;
        console.log(this == myBtn); // true - scope defaults to the dispatcher
        if (data.count == 0) {
            alert("clicked 3 times!");
            myBtn.off("click", listener);
            // alternately: evt.remove();
        }
    }

Parameters:

  • type String

    The string type of the event.

  • listener Function | Object

    An object with a handleEvent method, or a function that will be called when the event is dispatched.

  • [scope] Object optional

    The scope to execute the listener in. Defaults to the dispatcher/currentTarget for function listeners, and to the listener itself for object listeners (ie. using handleEvent).

  • [once=false] Boolean optional

    If true, the listener will remove itself after the first time it is triggered.

  • [data] optional

    Arbitrary data that will be included as the second parameter when the listener is called.

  • [useCapture=false] Boolean optional

    For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.

Returns:

Function:

Returns the anonymous function that was created and assigned as the listener. This is needed to remove the listener later using .removeEventListener.

removeAllEventListeners

(
  • [type]
)

Removes all listeners for the specified type, or all listeners of all types.

Example

 // Remove all listeners
 displayObject.removeAllEventListeners();

 // Remove all click listeners
 displayObject.removeAllEventListeners("click");

Parameters:

  • [type] String optional

    The string type of the event. If omitted, all listeners for all types will be removed.

removeEventListener

(
  • type
  • listener
  • [useCapture]
)

Removes the specified event listener.

Important Note: that you must pass the exact function reference used when the event was added. If a proxy function, or function closure is used as the callback, the proxy/closure reference must be used - a new proxy or closure will not work.

Example

 displayObject.removeEventListener("click", handleClick);

Parameters:

  • type String

    The string type of the event.

  • listener Function | Object

    The listener function or object.

  • [useCapture] Boolean optional

    For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.

toString

() String

Inherited from EventDispatcher but overwritten in toString:416

Returns a string representation of this object.

Returns:

String:

a string representation of the instance.

willTrigger

(
  • type
)
Boolean

Indicates whether there is at least one listener for the specified event type on this object or any of its ancestors (parent, parent's parent, etc). A return value of true indicates that if a bubbling event of the specified type is dispatched from this object, it will trigger at least one listener.

This is similar to hasEventListener, but it searches the entire event flow for a listener, not just this object.

Parameters:

  • type String

    The string type of the event.

Returns:

Boolean:

Returns true if there is at least one listener for the specified event.

Properties

_animations

Unknown protected

Defined in _animations:190

_captureListeners

Object protected

_data

Unknown protected

Defined in _data:208

_frameHeight

Unknown protected

Defined in _frameHeight:221

_frames

Unknown protected

Defined in _frames:196

_frameWidth

Unknown protected

Defined in _frameWidth:227

_images

Unknown protected

Defined in _images:202

_listeners

Object protected

_loadCount

Unknown protected

Defined in _loadCount:214

_numFrames

Unknown protected

Defined in _numFrames:233

_regX

Unknown protected

Defined in _regX:239

_regY

Unknown protected

Defined in _regY:245

complete

Boolean

Defined in complete:163

Indicates whether all images are finished loading.

framerate

Number

Defined in framerate:172

Specifies the framerate to use by default for Sprite instances using the SpriteSheet. See Sprite.framerate for more information.

onComplete

Function deprecated

Defined in onComplete:181

Deprecated: Use addEventListener and the "complete" event.

REMOVED. Use addEventListener and the complete event.

Events

complete

Defined in complete:147

Available since 0.6.0

Dispatched when all images are loaded. Note that this only fires if the images were not fully loaded when the sprite sheet was initialized. You should check the complete property to prior to adding a listener. Ex.

var sheet = new SpriteSheet(data);
if (!sheet.complete) {
   // not preloaded, listen for the complete event:
   sheet.addEventListener("complete", handler);
}

Event Payload:

  • target Object

    The object that dispatched the event.

  • type String

    The event type.