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

reversed : boolean Gets and sets the isReversed state of this Animation. Source

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

new AnimationParser() Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations

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

[readonly] frameData : Phaser.FrameData

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

y : number Y position within the image to cut from. Source code:

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

complete() Called internally when the animation finishes playback.Sets the isPlaying and isFinished states and dispatches the

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

<static> JSONDataHash(game, json) → {

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

destroy() Destroys all references this AnimationManager contains.Iterates through the list of animations stored in this manager

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

trimmed : boolean Was it trimmed when packed? Source code:

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