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

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

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

speed : number Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will

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

update() Updates this animation. Called automatically by the AnimationManager. Source

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

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

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

play(frameRate, loop, killOnComplete) → {

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