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

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

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

reverse() → {Phaser.Animation}

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

play(frameRate, loop, killOnComplete) → {

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

name : string The user defined name given to this Animation. 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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Animation#isReversed
  • References/Game Development/Phaser/Animation/Animation

isReversed : boolean Indicates if the animation will play backwards. Source

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

onUpdate : Phaser.Signal | null This event is dispatched

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