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

updateFrameData(frameData) Changes the FrameData object this Animation is using. Parameters

2025-01-10 15:47:30
Animation#delay
  • References/Game Development/Phaser/Animation/Animation

delay : number The delay in ms between each frame of the Animation, based on the given frameRate.

2025-01-10 15:47:30
Frame#rotationDirection
  • References/Game Development/Phaser/Animation/Frame

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

2025-01-10 15:47:30
Animation#onStart
  • References/Game Development/Phaser/Animation/Animation

onStart : Phaser.Signal This event is dispatched when

2025-01-10 15:47:30
Frame#sourceSizeH
  • References/Game Development/Phaser/Animation/Frame

sourceSizeH : number Height of the original sprite before it was trimmed. Source

2025-01-10 15:47:30
Animation#frame
  • References/Game Development/Phaser/Animation/Animation

frame : number Gets or sets the current frame index and updates the Texture Cache for display.

2025-01-10 15:47:30
Animation#currentFrame
  • References/Game Development/Phaser/Animation/Animation

currentFrame : Phaser.Frame The currently displayed

2025-01-10 15:47:30
Animation#reverseOnce()
  • References/Game Development/Phaser/Animation/Animation

reverseOnce() → {Phaser.Animation}

2025-01-10 15:47:30
FrameData#clone()
  • References/Game Development/Phaser/Animation/FrameData

clone() → {Phaser.FrameData}

2025-01-10 15:47:30
FrameData#checkFrameName()
  • References/Game Development/Phaser/Animation/FrameData

checkFrameName(name) → {boolean} Check if there is a Frame with the given name. Parameters

2025-01-10 15:47:30