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

addFrame(frame) → {Phaser.Frame}

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

play(name, frameRate, loop, killOnComplete) → {

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

updateIfVisible : boolean Should the animation data continue to update even if the Sprite.visible is set to false.

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

right : number The right of the Frame (x + width). Source code:

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

destroy() Cleans up this animation ready for deletion. Nulls all values and references. Source

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

clone() → {Phaser.Frame}

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

centerY : number Center Y position within the image to cut from. Source code:

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

previous(quantity) Moves backwards the given number of frames in the Animation, taking the loop value

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