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

getFrames(frames, useNumericIndex, output) → {Array}

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

frameName : string Gets or sets the current frame name and updates the Texture Cache for display.

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

isLoaded : boolean Set to true once animation data has been loaded. Source

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

isReversed : boolean Indicates if the animation will play backwards. Source

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

isFinished : boolean The finished state of the Animation. Set to true once playback completes, false during playback.

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

onUpdate : Phaser.Signal | null This event is dispatched

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

bottom : number The bottom of the frame (y + height). Source code:

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

width : number Width of the frame. Source code:

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

new Animation(game, parent, name, frameData, frames, frameRate, loop) An

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

stop(resetFrame, dispatchComplete) Stops playback of this animation and

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