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

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

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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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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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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

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

getRect(out) → {Phaser.Rectangle}

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

sourceSizeW : number Width of the original sprite before it was trimmed. Source

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

[readonly] frameTotal : number The total number of frames in the currently loaded FrameData

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