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

2025-01-10 15:47:30
Animation#reversed
  • References/Game Development/Phaser/Animation/Animation

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

2025-01-10 15:47:30
Frame#y
  • References/Game Development/Phaser/Animation/Frame

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

2025-01-10 15:47:30
Animation#play()
  • References/Game Development/Phaser/Animation/Animation

play(frameRate, loop, killOnComplete) → {

2025-01-10 15:47:30
Frame#Frame
  • References/Game Development/Phaser/Animation/Frame

new Frame(index, x, y, width, height, name) A Frame is a single frame of an animation and is part of a FrameData collection.

2025-01-10 15:47:30
Frame#trimmed
  • References/Game Development/Phaser/Animation/Frame

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Animation#update()
  • References/Game Development/Phaser/Animation/Animation

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

2025-01-10 15:47:30
AnimationManager#frameData
  • References/Game Development/Phaser/Animation/AnimationManager

[readonly] frameData : Phaser.FrameData

2025-01-10 15:47:30
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

2025-01-10 15:47:30