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

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

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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

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

clone() → {Phaser.FrameData}

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

reverseOnce() → {Phaser.Animation}

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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

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

getRect(out) → {Phaser.Rectangle}

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

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

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

currentFrame : Phaser.Frame The currently displayed

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