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

onComplete : Phaser.Signal This event is dispatched

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

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

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

onResume() Called when the Game resumes from a paused state. Source code:

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

onPause() Called when the Game enters a paused state. Source code:

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

distance : number The distance from the top left to the bottom-right of this Frame. Source

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

getFrameIndexes(frames, useNumericIndex, output)

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

sprite : Phaser.Sprite A reference to the parent Sprite

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