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

2025-01-10 15:47:30
Frame#x
  • References/Game Development/Phaser/Animation/Frame

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

2025-01-10 15:47:30
AnimationManager#game
  • References/Game Development/Phaser/Animation/AnimationManager

game : Phaser.Game A reference to the currently running Game

2025-01-10 15:47:30
Animation#updateFrameData()
  • References/Game Development/Phaser/Animation/Animation

updateFrameData(frameData) Changes the FrameData object this Animation is using. Parameters

2025-01-10 15:47:30
AnimationParser.JSONData()
  • References/Game Development/Phaser/Animation/AnimationParser

<static> JSONData(game, json) → {

2025-01-10 15:47:30
FrameData#getFrame()
  • References/Game Development/Phaser/Animation/FrameData

getFrame(index) → {Phaser.Frame}

2025-01-10 15:47:30
Animation#onStart
  • References/Game Development/Phaser/Animation/Animation

onStart : Phaser.Signal This event is dispatched when

2025-01-10 15:47:30
Animation#restart()
  • References/Game Development/Phaser/Animation/Animation

restart() Sets this animation back to the first frame and restarts the animation. Source

2025-01-10 15:47:30
Frame#rotationDirection
  • References/Game Development/Phaser/Animation/Frame

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

2025-01-10 15:47:30
Animation#frame
  • References/Game Development/Phaser/Animation/Animation

frame : number Gets or sets the current frame index and updates the Texture Cache for display.

2025-01-10 15:47:30