Animation.generateFrameNames()
  • References/Game Development/Phaser/Animation/Animation

<static> generateFrameNames(prefix, start, stop, suffix, zeroPad)

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

refreshFrame() Refreshes the current frame data back to the parent Sprite and also resets the texture data.

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

add(name, frames, frameRate, loop, useNumericIndex)

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

<static> JSONDataPyxel(game, json) → {

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

paused : boolean Gets and sets the paused state of the current animation. Source

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

game : Phaser.Game A reference to the currently running Game

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

centerX : number Center X position within the image to cut from. Source code:

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

<static> spriteSheet(game, key, frameWidth, frameHeight, frameMax, margin

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

<static> XMLData(game, xml) → {

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