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

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

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AnimationManager#game
  • References/Game Development/Phaser/Animation/AnimationManager

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

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

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

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

onStart : Phaser.Signal This event is dispatched when

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AnimationParser.JSONData()
  • References/Game Development/Phaser/Animation/AnimationParser

<static> JSONData(game, json) → {

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