Animation#frameTotal

[readonly] frameTotal : number The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded. Source code: animation/Animation.js (Line 726)

Animation#destroy()

destroy() Cleans up this animation ready for deletion. Nulls all values and references. Source code: animation/Animation.js (Line 608)

Animation#frame

frame : number Gets or sets the current frame index and updates the Texture Cache for display. Source code: animation/Animation.js (Line 739)

Animation#enableUpdate

enableUpdate : boolean Gets or sets if this animation will dispatch the onUpdate events upon changing frame. Source code: animation/Animation.js (Line 800)

Animation#delay

delay : number The delay in ms between each frame of the Animation, based on the given frameRate. Source code: animation/Animation.js (Line 58)

Animation#complete()

complete() Called internally when the animation finishes playback.Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event. Source code: animation/Animation.js (Line 642)

Animation#currentFrame

currentFrame : Phaser.Frame The currently displayed frame of the Animation. Source code: animation/Animation.js (Line 125)

AbstractFilter#syncUniforms()

syncUniforms() Syncs the uniforms between the class object and the shaders. Source code: pixi/filters/AbstractFilter.js (Line 61)

Animation#Animation

new Animation(game, parent, name, frameData, frames, frameRate, loop) An Animation instance contains a single animation and the controls to play it. It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite. Parameters Name Type Argument Default Description game Phaser.Game A reference to the currently running game. parent Phaser.Sprite A reference to the owner of this Animation. name string The unique na

AbstractFilter#dirty

dirty : boolean Source code: pixi/filters/AbstractFilter.js (Line 32)