AnimationManager#updateIfVisible

updateIfVisible : boolean Should the animation data continue to update even if the Sprite.visible is set to false. Default Value true Source code: animation/AnimationManager.js (Line 46)

AnimationManager#previous()

previous(quantity) Moves backwards the given number of frames in the current animation, taking the loop value into consideration. Parameters Name Type Argument Default Description quantity number <optional> 1 The number of frames to move back. Source code: animation/AnimationManager.js (Line 355)

AnimationManager#refreshFrame()

refreshFrame() Refreshes the current frame data back to the parent Sprite and also resets the texture data. Source code: animation/AnimationManager.js (Line 392)

AnimationManager#sprite

sprite : Phaser.Sprite A reference to the parent Sprite that owns this AnimationManager. Source code: animation/AnimationManager.js (Line 20)

AnimationManager#stop()

stop(name, resetFrame) Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.The currentAnim property of the AnimationManager is automatically set to the animation given. Parameters Name Type Argument Default Description name string <optional> null The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped. resetFrame boolean <optional> false

AnimationManager#paused

paused : boolean Gets and sets the paused state of the current animation. Source code: animation/AnimationManager.js (Line 463)

AnimationManager#next()

next(quantity) Advances by the given number of frames in the current animation, taking the loop value into consideration. Parameters Name Type Argument Default Description quantity number <optional> 1 The number of frames to advance. Source code: animation/AnimationManager.js (Line 339)

AnimationManager#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Play an animation based on the given key. The animation should previously have been added via animations.add If the requested animation is already playing this request will be ignored.If you need to reset an already running animation do so directly on the Animation object itself. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". frameRate nu

AnimationManager#isLoaded

isLoaded : boolean Set to true once animation data has been loaded. Source code: animation/AnimationManager.js (Line 52)

AnimationManager#getAnimation()

getAnimation(name) → {Phaser.Animation} Returns an animation that was previously added by name. Parameters Name Type Description name string The name of the animation to be returned, e.g. "fire". Returns Phaser.Animation - The Animation instance, if found, otherwise null. Source code: animation/AnimationManager.js (Line 371)