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

isPaused : boolean The paused state of the Animation. Source code:

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

currentFrame : Phaser.Frame The currently displayed

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

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

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

currentAnim : Phaser.Animation The currently

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

onLoop : Phaser.Signal This event is dispatched when

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

name : string The user defined name given to this Animation. Source code:

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

spriteSourceSizeX : number X position of the trimmed sprite inside original sprite. Source

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

rotated : boolean Rotated? (not yet implemented) Source code:

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