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

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

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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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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.

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

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

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

loop : boolean The loop state of the Animation. Source code:

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

new FrameData() FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser.

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

getAnimation(name) → {Phaser.Animation}

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