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

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

name : string The user defined name given to this Animation. Source code:

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

play(frameRate, loop, killOnComplete) → {

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

reverse() → {Phaser.Animation}

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

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

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

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

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

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

2025-01-10 15:47:30