Frame#spriteSourceSizeW
  • References/Game Development/Phaser/Animation/Frame

spriteSourceSizeW : number Width of the trimmed sprite. Source code:

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Frame#sourceSizeH
  • References/Game Development/Phaser/Animation/Frame

sourceSizeH : number Height of the original sprite before it was trimmed. Source

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FrameData#getFrame()
  • References/Game Development/Phaser/Animation/FrameData

getFrame(index) → {Phaser.Frame}

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FrameData#total
  • References/Game Development/Phaser/Animation/FrameData

[readonly] total : number The total number of frames in this FrameData set.

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Frame#x
  • References/Game Development/Phaser/Animation/Frame

x : number X position within the image to cut from. Source code:

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Animation#next()
  • References/Game Development/Phaser/Animation/Animation

next(quantity) Advances by the given number of frames in the Animation, taking the loop value into consideration

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Frame#index
  • References/Game Development/Phaser/Animation/Frame

index : number The index of this Frame within the FrameData set it is being added to.

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Animation#onStart
  • References/Game Development/Phaser/Animation/Animation

onStart : Phaser.Signal This event is dispatched when

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Frame#rotationDirection
  • References/Game Development/Phaser/Animation/Frame

rotationDirection : string Either 'cw' or 'ccw', rotation is always 90 degrees. Default

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Animation#delay
  • References/Game Development/Phaser/Animation/Animation

delay : number The delay in ms between each frame of the Animation, based on the given frameRate.

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