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

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

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

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

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

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

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

new FrameData() FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser.

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

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

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

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

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