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

addFrame(frame) → {Phaser.Frame}

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

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

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

clone() → {Phaser.Frame}

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

getFrameByName(name) → {Phaser.Frame}

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

paused : boolean Gets and sets the paused state of this Animation. 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#reverseOnce()
  • References/Game Development/Phaser/Animation/Animation

reverseOnce() → {Phaser.Animation}

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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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