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Components · v1.0.0

SpriteAnimation

Vaelis 1.0.0 SpriteAnimation component reference: fields, script API, behavior and examples.

View as Markdownllms.txt
ScopeThis page documents the SpriteAnimation component in Vaelis 1.0.0. Runtime fields are serialized scene data; the Script API section lists only members intentionally exposed to game scripts.
Where to find it in the editorInspector → Add Component → Sprite Animation, then use the Animation editor window to create clips/import frames. The Animation editor is an editor window/modal, not the bottom Project panel.

#What it does

Sprite-sheet/clip animation state on a SpriteRenderer.

Component setup & editor toolsSpriteAnimation stores clips and frames and is edited through the Animation Window.

#How to add and use SpriteAnimation

Editor path: Select the target entity in the Hierarchy (left side) → look at the Inspector (right side) → click Add Component at the bottom of the Inspector → search for SpriteAnimation → click the component row. The Add Component picker is a centered modal with a search box; it only lists components not already attached.

For components with a dedicated editor tool, the tool is opened or activated from the location described below. Do not assume that adding the component alone activates its editor; some systems require a separate window, panel, or viewport tool.

#Component setup & editor tools

  • Select entity → Inspector → SpriteAnimation → Open Animation Window. Create/edit clips, frames, FPS, looping, and playback there; use the Inspector for component-level playback state.

#What you should see after adding it

The component appears as its own section in the Inspector. Its serialized settings are listed in the Component data table below. If a field is conditional, it appears only when the relevant mode/type is selected. If a field is a runtime state field (for example grounded or resolved velocity), treat it as read-only diagnostic state unless the API reference explicitly documents it as writable.

#How to read the settings

For every setting below, the documentation distinguishes type, default, meaning, and tuning direction where behavior is known. When a value represents a direction, use the engine's coordinate convention documented in Coordinate system; do not substitute Unity/Godot conventions.

#Component data

FieldTypePurposeDefault
clipsarrayAnimation clip definitions.[]
currentClipIdstring|nullCurrent clip.null
playingbooleanPlayback state.true
speednumberPlayback speed multiplier.1
currentFrameIndexintegerCurrent frame index.0
frameElapsednumberWritten by the engine each frame; not an authored setting. (engine-managed runtime state)0

#Script API

MemberKindDescription
play(name)MethodPlay an animation clip.
stop()MethodStop playback.
playingPropertyRead-only playback state.
currentClipPropertyRead-only current clip name.
currentFramePropertyCurrent frame index.
totalFramesPropertyRead-only frame count.
speedPropertyPlayback speed.

#Examples

js
this.animator.play("Run");
js
this.animator.speed = 1.5;
Need the full workflow?Components: complete workflow covers adding, configuring, testing, combining, and removing components.