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<title>Anim.once — Ludic</title>
<meta name="description" content="A non-looping frame index that clamps on the last frame.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-anim.html">Anim</a> <span>›</span> <span class="here">Anim.once</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Anim.once</h1>
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<code class="sig">Anim.once(timer, fps, count) -&gt; int</code>
<div class="desc"><p>Like <a href="anim-frame"><code>Anim.frame</code></a> but for a one-shot clip: the frame is <code>min(floor(timer * fps), count - 1)</code>, so once it reaches the last frame it stays there instead of wrapping. Use it for a play-once animation like an explosion or a door opening; pair it with <a href="anim-finished"><code>Anim.finished</code></a> to know when it is done.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-timer"><code class="pname">timer</code><span class="pdesc">elapsed seconds (a <code>fixed</code>)</span></div><div class="param" id="param-fps"><code class="pname">fps</code><span class="pdesc">frames per second</span></div><div class="param" id="param-count"><code class="pname">count</code><span class="pdesc">number of frames in the clip</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
property Blast { timer: fixed = 0.0 }
model Boom { Blast }
handler Run phase Update {
Blast.timer = Blast.timer + Time.delta()
let cell = Anim.once(Blast.timer, 15, 6)
print(cell)
}
}</pre></div>
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