FrameData#getFrame()
  • References/Game Development/Phaser/Animation/FrameData

getFrame(index) → {Phaser.Frame}

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FrameData#total
  • References/Game Development/Phaser/Animation/FrameData

[readonly] total : number The total number of frames in this FrameData set.

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

clone() → {Phaser.FrameData}

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FrameData#checkFrameName()
  • References/Game Development/Phaser/Animation/FrameData

checkFrameName(name) → {boolean} Check if there is a Frame with the given name. Parameters

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FrameData#getFrameByName()
  • References/Game Development/Phaser/Animation/FrameData

getFrameByName(name) → {Phaser.Frame}

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FrameData#addFrame()
  • References/Game Development/Phaser/Animation/FrameData

addFrame(frame) → {Phaser.Frame}

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

destroy() Destroys this FrameData collection by nulling the _frames and _frameNames arrays.

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FrameData#getFrameIndexes()
  • References/Game Development/Phaser/Animation/FrameData

getFrameIndexes(frames, useNumericIndex, output)

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FrameData#getFrameRange()
  • References/Game Development/Phaser/Animation/FrameData

getFrameRange(start, end, output) → {Array} Returns a range of frames

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

new FrameData() FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser.

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