proc frames*(self: AnimatedSprite): SpriteFrames {.gcsafe, locks: 0
.}
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proc `frames =`*(self: AnimatedSprite; val: SpriteFrames) {.gcsafe, locks: 0
.}
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proc animation*(self: AnimatedSprite): string {.gcsafe, locks: 0
.}
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proc `animation =`*(self: AnimatedSprite; val: string) {.gcsafe, locks: 0
.}
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proc frame*(self: AnimatedSprite): int64 {.gcsafe, locks: 0
.}
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proc `frame =`*(self: AnimatedSprite; val: int64) {.gcsafe, locks: 0
.}
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proc playing*(self: AnimatedSprite): bool {.gcsafe, locks: 0
.}
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proc `playing =`*(self: AnimatedSprite; val: bool) {.gcsafe, locks: 0
.}
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proc centered*(self: AnimatedSprite): bool {.gcsafe, locks: 0
.}
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proc `centered =`*(self: AnimatedSprite; val: bool) {.gcsafe, locks: 0
.}
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proc offset*(self: AnimatedSprite): Vector2 {.gcsafe, locks: 0
.}
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proc `offset =`*(self: AnimatedSprite; val: Vector2) {.gcsafe, locks: 0
.}
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proc flipH*(self: AnimatedSprite): bool {.gcsafe, locks: 0
.}
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proc `flipH =`*(self: AnimatedSprite; val: bool) {.gcsafe, locks: 0
.}
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proc flipV*(self: AnimatedSprite): bool {.gcsafe, locks: 0
.}
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proc `flipV =`*(self: AnimatedSprite; val: bool) {.gcsafe, locks: 0
.}
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proc play*(self: AnimatedSprite; anim: string = "") {.gcsafe, locks: 0
.}
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proc stop*(self: AnimatedSprite) {.gcsafe, locks: 0
.}
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proc isPlayingImpl*(self: AnimatedSprite): bool {.gcsafe, locks: 0
.}
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