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

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

next(quantity) Advances by the given number of frames in the current animation, taking the loop value

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

getFrameByName(name) → {Phaser.Frame}

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

addFrame(frame) → {Phaser.Frame}

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

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

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

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

2025-01-10 15:47:30
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.

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

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

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

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

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

new AnimationManager(sprite) The Animation Manager is used to add, play and update Phaser Animations.Any Game Object such as Phaser

2025-01-10 15:47:30