API Reference › Anim › Anim.on_frame
method

Anim.on_frame

Anim.on_frame(entity, frame)

Arms a frame event on an entity's SpriteAnim: the engine sets the component's event_fired flag on the tick the clip first lands on frame — a footstep on the contact cell, a hitbox going live mid-swing. Gameplay reads the flag with Anim.fired in its own handler and reacts (emit its own event, spawn, play a sound). The engine detects the boundary; the game owns the reaction, so it stays inside the deterministic, no-runtime-dispatch event model. Requires the component to carry event_frame and event_fired fields.

Parameters

entitythe entity carrying SpriteAnim
framethe cell index that should fire the event

Example

program Demo {
  property SpriteAnim { ticks: int = 0, fps: int = 0, frames: int = 0, mode: int = 0, frame: int = 0, event_frame: int = 0, event_fired: int = 0 }
  model Hero { SpriteAnim }
  entry {
    spawn Hero { SpriteAnim { fps: 12, frames: 6, mode: 0 } }
    let e = World.query_next(World.prop_id("SpriteAnim"), 0)
    Anim.on_frame(e, 3)                 # fire when the run clip hits its contact frame
    tick_fixed()
    if Anim.fired(e) { print(1) }
    quit()
  }
}
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