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

previous(quantity) Moves backwards the given number of frames in the current animation, taking the loop

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

currentAnim : Phaser.Animation The currently

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

[readonly] frameData : Phaser.FrameData

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

destroy() Destroys all references this AnimationManager contains.Iterates through the list of animations stored in this manager

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

validateFrames(frames, useNumericIndex) → {boolean} Check whether

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

frameName : string Gets or sets the current frame name and updates the Texture Cache for display.

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

isLoaded : boolean Set to true once animation data has been loaded. Source

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

getAnimation(name) → {Phaser.Animation}

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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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