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

<static> JSONData(game, json) → {

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

spriteSourceSizeW : number Width of the trimmed sprite. Source code:

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

index : number The index of this Frame within the FrameData set it is being added to.

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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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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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Frame#setTrim()
  • References/Game Development/Phaser/Animation/Frame

setTrim(trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) If the frame was trimmed when added to the Texture

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

name : string Useful for Texture Atlas files (is set to the filename value). Source

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

destroy() Destroys this FrameData collection by nulling the _frames and _frameNames arrays.

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