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

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

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

clone() → {Phaser.FrameData}

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

resize(width, height) Adjusts of all the Frame properties based on the given width and height values. Parameters

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

getRect(out) → {Phaser.Rectangle}

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

spriteSourceSizeY : number Y position of the trimmed sprite inside original sprite. Source

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

height : number Height of the frame. Source code:

2025-01-10 15:47:30