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

height : number Height of the frame. Source code:

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

onComplete : Phaser.Signal This event is dispatched

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

currentAnim : Phaser.Animation The currently

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

isPlaying : boolean The playing state of the Animation. Set to false once playback completes, true during playback.

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

previous(quantity) Moves backwards the given number of frames in the current animation, taking the loop

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

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

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

name : string Gets the current animation name, if set. Source code:

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