Class: Animation

Kinetic. Animation

Constructor

new Animation(func, layersopt)

Animation constructor. A stage is used to contain multiple layers and handle
Parameters:
Name Type Attributes Description
func function function executed on each animation frame. The function is passed a frame object, which contains timeDiff, lastTime, time, and frameRate properties. The timeDiff property is the number of milliseconds that have passed since the last animation frame. The lastTime property is time in milliseconds that elapsed from the moment the animation started to the last animation frame. The time property is the time in milliseconds that ellapsed from the moment the animation started to the current animation frame. The frameRate property is the current frame rate in frames / second
layers Kinetic.Layer | Array <optional>
layer(s) to be redrawn on each animation frame. Can be a layer, an array of layers, or null. Not specifying a node will result in no redraw.
Source:
Example
// move a node to the right at 50 pixels / second<br>
var velocity = 50;<br><br>

var anim = new Kinetic.Animation(function(frame) {<br>
  var dist = velocity * (frame.timeDiff / 1000);<br>
  node.move(dist, 0);<br>
}, layer);<br><br>

anim.start();

Methods

addLayer(layer)

add layer. Returns true if the layer was added, and false if it was not
Parameters:
Name Type Description
layer Kinetic.Layer
Source:

getLayers()

get layers
Source:

isRunning() → {Boolean}

determine if animation of sprite is running or not. returns true or false
Source:
Returns:
Type
Boolean

isRunning()

determine if animation is running or not. returns true or false
Source:

setLayers(layersopt)

set layers to be redrawn on each animation frame
Parameters:
Name Type Attributes Description
layers Kinetic.Layer | Array <optional>
layer(s) to be redrawn.  Can be a layer, an array of layers, or null. Not specifying a node will result in no redraw.
Source:

start()

start animation
Source:

stop()

stop animation
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