Frame#spriteSourceSizeW
  • References/Game Development/Phaser/Animation/Frame

spriteSourceSizeW : number Width of the trimmed sprite. Source code:

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Frame#sourceSizeH
  • References/Game Development/Phaser/Animation/Frame

sourceSizeH : number Height of the original sprite before it was trimmed. Source

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Frame#x
  • References/Game Development/Phaser/Animation/Frame

x : number X position within the image to cut from. Source code:

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Frame#index
  • References/Game Development/Phaser/Animation/Frame

index : number The index of this Frame within the FrameData set it is being added to.

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Frame#rotationDirection
  • References/Game Development/Phaser/Animation/Frame

rotationDirection : string Either 'cw' or 'ccw', rotation is always 90 degrees. Default

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Frame#clone()
  • References/Game Development/Phaser/Animation/Frame

clone() → {Phaser.Frame}

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

name : string Useful for Texture Atlas files (is set to the filename value). Source

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Frame#setTrim()
  • References/Game Development/Phaser/Animation/Frame

setTrim(trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) If the frame was trimmed when added to the Texture

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Frame#centerY
  • References/Game Development/Phaser/Animation/Frame

centerY : number Center Y position within the image to cut from. Source code:

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Frame#right
  • References/Game Development/Phaser/Animation/Frame

right : number The right of the Frame (x + width). Source code:

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