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

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

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

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

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

play(frameRate, loop, killOnComplete) → {

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

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

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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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