Animation#restart()

restart() Sets this animation back to the first frame and restarts the animation. Source code: animation/Animation.js (Line 218)

Animation#previous()

previous(quantity) Moves backwards the given number of frames in the 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/Animation.js (Line 563)

Animation#paused

paused : boolean Gets and sets the paused state of this Animation. Source code: animation/Animation.js (Line 672)

Animation#onUpdate

onUpdate : Phaser.Signal | null This event is dispatched when the Animation changes frame.By default this event is disabled due to its intensive nature. Enable it with: Animation.enableUpdate = true.Note that the event is only dispatched with the current frame. In a low-FPS environment Animationswill automatically frame-skip to try and claw back time, so do not base your code on expecting toreceive a perfectly sequential set of frames from this event. Type Phaser.Signal | null Source cod

Animation#play()

play(frameRate, loop, killOnComplete) → {Phaser.Animation} Plays this animation. Parameters Name Type Argument Default Description frameRate number <optional> null The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used. loop boolean <optional> false Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used. killOnCom

Animation#onResume()

onResume() Called when the Game resumes from a paused state. Source code: animation/Animation.js (Line 379)

Animation#onPause()

onPause() Called when the Game enters a paused state. Source code: animation/Animation.js (Line 365)

Animation#onStart

onStart : Phaser.Signal This event is dispatched when this Animation starts playback. Source code: animation/Animation.js (Line 130)

Animation#next()

next(quantity) Advances by the given number of frames in the 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/Animation.js (Line 531)

Animation#onLoop

onLoop : Phaser.Signal This event is dispatched when this Animation loops. Source code: animation/Animation.js (Line 151)