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

paused : boolean Gets and sets the paused state of this Animation. Source

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

clone() → {Phaser.Frame}

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

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

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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#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

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

stop(name, resetFrame) Stop playback of an animation. If a name is given

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

getRect(out) → {Phaser.Rectangle}

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

enableUpdate : boolean Gets or sets if this animation will dispatch the onUpdate events upon changing frame.

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