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fix typos
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@ -5,7 +5,7 @@
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- Check if chidren are loaded before rendering on ComposedComponent (thanks @wenxiangjiang)
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- Amend type for width and height properties on Animation.sequenced (thanks @wenxiangjiang)
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- Fixing Tapable position checking
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- Support line feed when create animation from a single image source
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- Support line feed when create animation from a single image source (thanks @wenxiangjiang)
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## 0.18.1
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- Expose stepTime paramter from the Animation class to the animation component
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@ -22,9 +22,14 @@ class MyGame extends BaseGame {
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textureWidth: 48, textureHeight: 48, stepTime: 0.15);
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void addAnimation() {
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final animationComponent = AnimationComponent.sequenced(291, 178, 'creture.png', 18,
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amountPerRow: 10, textureWidth: 291, textureHeight: 178, stepTime: 0.15,
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loop: false, destroyOnFinish: true);
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final animationComponent = AnimationComponent.sequenced(
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291, 178, 'creture.png', 18,
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amountPerRow: 10,
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textureWidth: 291,
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textureHeight: 178,
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stepTime: 0.15,
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loop: false,
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destroyOnFinish: true);
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animationComponent.x = (size.width - 291) / 2;
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animationComponent.y = 250;
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@ -55,7 +55,7 @@ class Animation {
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///
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/// From a single image source, it creates multiple sprites based on the parameters:
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/// [amount]: how many sprites this animation is composed of
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/// [amountPerRow]: If the sprites used to create a animation are not on the same row,
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/// [amountPerRow]: If the sprites used to create an animation are not on the same row,
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/// you can use this parameter to specify how many sprites per row.
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/// For detailed, please refer to example at "/doc/examples/animations".
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/// [textureX]: x position on the original image to start (defaults to 0)
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