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

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

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

reverse() → {Phaser.Animation}

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

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

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

validateFrames(frames, useNumericIndex) → {boolean} Check whether

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

[readonly] frameTotal : number The total number of frames in the currently loaded FrameData

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

stop(resetFrame, dispatchComplete) Stops playback of this animation and

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

spriteSourceSizeH : number Height of the trimmed sprite. Source code:

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

killOnComplete : boolean Should the parent of this Animation be killed when the animation completes?

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