ArraySet#callAll()

callAll(key, parameter) Calls a function on all members of this list, using the member as the context for the callback. If the key property is present it must be a function.The function is invoked using the item as the context. Parameters Name Type Argument Description key string The name of the property with the function to call. parameter * <repeatable> Additional parameters that will be passed to the callback. Source code: utils/ArraySet.js (Line 159)

ArraySet#ArraySet

new ArraySet(list) ArraySet is a Set data structure (items must be unique within the set) that also maintains order.This allows specific items to be easily added or removed from the Set. Item equality (and uniqueness) is determined by the behavior of Array.indexOf. This used primarily by the Input subsystem. Parameters Name Type Argument Default Description list Array.<any> <optional> (new array) The backing array: if specified the items in the list must be unique, per Array

ArraySet#add()

add(item) → {any} Adds a new element to the end of the list.If the item already exists in the list it is not moved. Parameters Name Type Description item any The element to add to this list. Returns any - The item that was added. Source code: utils/ArraySet.js (Line 38)

AnimationParser.XMLData()

<static> XMLData(game, xml) → {Phaser.FrameData} Parse the XML data and extract the animation frame data from it. Parameters Name Type Description game Phaser.Game A reference to the currently running game. xml object The XML data from the Texture Atlas. Must be in Starling XML format. Returns Phaser.FrameData - A FrameData object containing the parsed frames. Source code: animation/AnimationParser.js (Line 261)

AnimationParser.spriteSheet()

<static> spriteSheet(game, key, frameWidth, frameHeight, frameMax, margin, spacing) → {Phaser.FrameData} Parse a Sprite Sheet and extract the animation frame data from it. Parameters Name Type Argument Default Description game Phaser.Game A reference to the currently running game. key string | Image The Game.Cache asset key of the Sprite Sheet image or an actual HTML Image element. frameWidth number The fixed width of each frame of the animation. frameHeight number

AnimationParser.JSONDataPyxel()

<static> JSONDataPyxel(game, json) → {Phaser.FrameData} Parse the JSON data and extract the animation frame data from it. Parameters Name Type Description game Phaser.Game A reference to the currently running game. json object The JSON data from the Texture Atlas. Must be in Pyxel JSON format. Returns Phaser.FrameData - A FrameData object containing the parsed frames. Source code: animation/AnimationParser.js (Line 147)

AnimationParser.JSONDataHash()

<static> JSONDataHash(game, json) → {Phaser.FrameData} Parse the JSON data and extract the animation frame data from it. Parameters Name Type Description game Phaser.Game A reference to the currently running game. json object The JSON data from the Texture Atlas. Must be in JSON Hash format. Returns Phaser.FrameData - A FrameData object containing the parsed frames. Source code: animation/AnimationParser.js (Line 204)

AnimationParser.JSONData()

<static> JSONData(game, json) → {Phaser.FrameData} Parse the JSON data and extract the animation frame data from it. Parameters Name Type Description game Phaser.Game A reference to the currently running game. json object The JSON data from the Texture Atlas. Must be in Array format. Returns Phaser.FrameData - A FrameData object containing the parsed frames. Source code: animation/AnimationParser.js (Line 93)

AnimationParser#AnimationParser

new AnimationParser() Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations. Source code: animation/AnimationParser.js (Line 13)

AnimationManager#validateFrames()

validateFrames(frames, useNumericIndex) → {boolean} Check whether the frames in the given array are valid and exist. Parameters Name Type Argument Default Description frames Array An array of frames to be validated. useNumericIndex boolean <optional> true Validate the frames based on their numeric index (true) or string index (false) Returns boolean - True if all given Frames are valid, otherwise false. Source code: animation/AnimationManager.js (Line 219)