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

currentAnim : Phaser.Animation The currently

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

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

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

height : number Height of the frame. Source code:

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AnimationParser.JSONDataHash()
  • References/Game Development/Phaser/Animation/AnimationParser

<static> JSONDataHash(game, json) → {

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

setFrame(frameId, useLocalFrameIndex) Sets this animations playback to a

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

getFrameRange(start, end, output) → {Array} Returns a range of frames

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