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

stop(name, resetFrame) Stop playback of an animation. If a name is given

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

currentFrame : Phaser.Frame The currently displayed

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

[readonly] frameData : Phaser.FrameData

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

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

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

add(name, frames, frameRate, loop, useNumericIndex)

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

paused : boolean Gets and sets the paused state of the current animation. Source

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