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

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

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

frame : number Gets or sets the current frame index and updates the Texture Cache for display.

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

play(name, frameRate, loop, killOnComplete) → {

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

new AnimationManager(sprite) The Animation Manager is used to add, play and update Phaser Animations.Any Game Object such as Phaser

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

next(quantity) Advances by the given number of frames in the current animation, taking the loop value

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

updateIfVisible : boolean Should the animation data continue to update even if the Sprite.visible is set to false.

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

name : string Gets the current animation name, if set. Source code:

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

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

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

sprite : Phaser.Sprite A reference to the parent Sprite

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

currentFrame : Phaser.Frame The currently displayed

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