Animation.generateFrameNames()
  • References/Game Development/Phaser/Animation/Animation

<static> generateFrameNames(prefix, start, stop, suffix, zeroPad)

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

<static> spriteSheet(game, key, frameWidth, frameHeight, frameMax, margin

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AnimationManager#getAnimation()
  • References/Game Development/Phaser/Animation/AnimationManager

getAnimation(name) → {Phaser.Animation}

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AnimationManager#refreshFrame()
  • References/Game Development/Phaser/Animation/AnimationManager

refreshFrame() Refreshes the current frame data back to the parent Sprite and also resets the texture data.

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AnimationManager#add()
  • References/Game Development/Phaser/Animation/AnimationManager

add(name, frames, frameRate, loop, useNumericIndex)

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

onUpdate : Phaser.Signal | null This event is dispatched

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

loop : boolean The loop state of the Animation. Source code:

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

paused : boolean Gets and sets the paused state of the current animation. Source

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