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< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "global.html#clone" > clone< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createCustomLayer" > createCustomLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFixedLayer" > createFixedLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFluidLayer" > createFluidLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFullLayer" > createFullLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#debug" > debug< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#destroy" > destroy< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#onResize" > onResize< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#originalEvent" > originalEvent< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#refresh" > refresh< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#reset" > reset< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#setSize" > setSize< / a >
< / li >
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
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< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: Animation< / h1 >
< section >
< header >
< h2 >
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< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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Animation
< / h2 >
< div class = "class-description" > < p > Phaser.Animation< / p > < / div >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="Animation">< span class = "type-signature" > < / span > new Animation< span class = "signature" > (game, parent, name, frameData, frames, < span class = "optional" > frameRate< / span > , < span class = "optional" > loop< / span > , loop)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > 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.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
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< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > parent< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > A reference to the owner of this Animation.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > name< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The unique name for this animation, used in playback commands.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frameData< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.FrameData.html" > Phaser.FrameData< / a > < / span >
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< / td >
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< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The FrameData object that contains all frames used by this Animation.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frames< / code > < / td >
< td class = "type" >
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< span class = "param-type" > Array.< number>< / span >
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|
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< span class = "param-type" > Array.< string>< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > An array of numbers or strings indicating which frames to play in which order.< / p > < / td >
< / tr >
< tr >
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< td class = "name" > < code > frameRate< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
60
< / td >
< td class = "description last" > < p > The speed at which the animation should play. The speed is given in frames per second.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > loop< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Whether or not the animation is looped or just plays once.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > Should this animation loop when it reaches the end or play through once.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< / dl >
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< / div >
< h3 class = "subsection-title" > Members< / h3 >
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< dt >
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< h4 class = "name "
id="currentFrame">< span class = "type-signature" > < / span > currentFrame< span class = "type-signature" > :< a href = "Phaser.Frame.html" > Phaser.Frame< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The currently displayed frame of the Animation.< / p >
< / div >
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< dt >
< h4 class = "name "
id="delay">< span class = "type-signature" > < / span > delay< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The delay in ms between each frame of the Animation, based on the given frameRate.< / p >
< / div >
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< h4 class = "name "
id="enableUpdate">< span class = "type-signature" > < / span > enableUpdate< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Gets or sets if this animation will dispatch the onUpdate events upon changing frame.< / p >
< / div >
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< dt >
< h4 class = "name "
id="frame">< span class = "type-signature" > < / span > frame< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > Gets or sets the current frame index and updates the Texture Cache for display.< / p >
< / div >
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< h4 class = "name "
id="frameTotal">< span class = "type-signature" > < readonly> < / span > frameTotal< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.< / p >
< / div >
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< dt >
< h4 class = "name "
id="game">< span class = "type-signature" > < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
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< dd >
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< p > A reference to the currently running Game.< / p >
< / div >
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< h4 class = "name "
id="isFinished">< span class = "type-signature" > < / span > isFinished< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< p > The finished state of the Animation. Set to true once playback completes, false during playback.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< h4 class = "name "
id="isPaused">< span class = "type-signature" > < / span > isPaused< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< p > The paused state of the Animation.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< h4 class = "name "
id="isPlaying">< span class = "type-signature" > < / span > isPlaying< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< p > The playing state of the Animation. Set to false once playback completes, true during playback.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< h4 class = "name "
id="killOnComplete">< span class = "type-signature" > < / span > killOnComplete< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< p > Should the parent of this Animation be killed when the animation completes?< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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< dt >
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< h4 class = "name "
id="loop">< span class = "type-signature" > < / span > loop< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< p > The loop state of the Animation.< / p >
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< dt >
< h4 class = "name "
id="loopCount">< span class = "type-signature" > < / span > loopCount< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< p > The number of times the animation has looped since it was last started.< / p >
< / div >
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< / dl >
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< dt >
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< h4 class = "name "
id="name">< span class = "type-signature" > < / span > name< span class = "type-signature" > :string< / span > < / h4 >
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< dd >
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< p > The user defined name given to this Animation.< / p >
< / div >
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< dt >
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id="onComplete">< span class = "type-signature" > < / span > onComplete< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< dd >
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< p > This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onAnimationLoop instead.< / p >
< / div >
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id="onLoop">< span class = "type-signature" > < / span > onLoop< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< dd >
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< p > This event is dispatched when this Animation loops.< / p >
< / div >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-146" > line 146< / a >
< / dt >
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< / dl >
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< dt >
< h4 class = "name "
id="onStart">< span class = "type-signature" > < / span > onStart< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > This event is dispatched when this Animation starts playback.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-130" > line 130< / a >
< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="onUpdate">< span class = "type-signature" > < / span > onUpdate< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > |null< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > This event is dispatched when the Animation changes frame. By default this event is disabled due to its intensive nature. Enable it with: < code > Animation.enableUpdate = true< / code > .< / p >
< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
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< span class = "param-type" > < a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span >
|
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< span class = "param-type" > null< / span >
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< / li >
< / ul >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-136" > line 136< / a >
< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="paused">< span class = "type-signature" > < / span > paused< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Gets and sets the paused state of this Animation.< / p >
< / div >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-596" > line 596< / a >
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< / dl >
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< dt >
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< h4 class = "name "
id="speed">< span class = "type-signature" > < / span > speed< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Minimum value is 1.< / p >
< / div >
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< dt class = "tag-source" > Source -
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< / dt >
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< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="generateFrameNames">< span class = "type-signature" > < static> < / span > generateFrameNames< span class = "signature" > (prefix, start, stop, < span class = "optional" > suffix< / span > , < span class = "optional" > zeroPad< / span > )< / span > < span class = "type-signature" > → {array}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
For example imagine you've got 30 frames named: 'explosion< em > 0001-large' to 'explosion_0030-large'
You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion< / em > ', 1, 30, '-large', 4);< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > prefix< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The start of the filename. If the filename was 'explosion< em > 0001-large' the prefix would be 'explosion< / em > '.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > start< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > stop< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > suffix< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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''
< / td >
< td class = "description last" > < p > The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > zeroPad< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > array< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > An array of framenames.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-732" > line 732< / a >
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< dt >
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< h4 class = "name "
id="complete">< span class = "type-signature" > < / span > complete< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > 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.< / p >
< / div >
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< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-569" > line 569< / a >
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< dt >
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< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Cleans up this animation ready for deletion. Nulls all values and references.< / p >
< / div >
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< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-541" > line 541< / a >
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< / dd >
< dt >
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< h4 class = "name "
id="next">< span class = "type-signature" > < / span > next< span class = "signature" > (< span class = "optional" > quantity< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Advances by the given number of frames in the Animation, taking the loop value into consideration.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > quantity< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The number of frames to advance.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-430" > line 430< / a >
< / dt >
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< dt >
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< h4 class = "name "
id="onPause">< span class = "type-signature" > < / span > onPause< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Called when the Game enters a paused state.< / p >
< / div >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-328" > line 328< / a >
< / dt >
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< dt >
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< h4 class = "name "
id="onResume">< span class = "type-signature" > < / span > onResume< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Called when the Game resumes from a paused state.< / p >
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< / div >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-342" > line 342< / a >
< / dt >
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< / dl >
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< dt >
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< h4 class = "name "
id="play">< span class = "type-signature" > < / span > play< span class = "signature" > (< span class = "optional" > frameRate< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > killOnComplete< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Animation.html" > Phaser.Animation< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Plays this animation.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > frameRate< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > 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.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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false
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< / td >
< td class = "description last" > < p > Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > killOnComplete< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Animation.html" > Phaser.Animation< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< ul >
< li > A reference to this Animation instance.< / li >
< / ul >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-156" > line 156< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="previous">< span class = "type-signature" > < / span > previous< span class = "signature" > (< span class = "optional" > quantity< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Moves backwards the given number of frames in the Animation, taking the loop value into consideration.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > quantity< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The number of frames to move back.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-479" > line 479< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="restart">< span class = "type-signature" > < / span > restart< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets this animation back to the first frame and restarts the animation.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-214" > line 214< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="setFrame">< span class = "type-signature" > < / span > setFrame< span class = "signature" > (< span class = "optional" > frameId< / span > , < span class = "optional" > useLocalFrameIndex< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets this animations playback to a given frame with the given ID.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > frameId< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The identifier of the frame to set. Can be the name of the frame, the sprite index of the frame, or the animation-local frame index.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > useLocalFrameIndex< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > If you provide a number for frameId, should it use the numeric indexes of the frameData, or the 0-indexed frame index local to the animation.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-239" > line 239< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="stop">< span class = "type-signature" > < / span > stop< span class = "signature" > (< span class = "optional" > resetFrame< / span > , < span class = "optional" > dispatchComplete< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
If < code > dispatchComplete< / code > is true it will dispatch the complete events, otherwise they'll be ignored.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > resetFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > If true after the animation stops the currentFrame value will be set to the first frame in this animation.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > dispatchComplete< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Dispatch the Animation.onComplete and parent.onAnimationComplete events?< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-297" > line 297< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="update">< span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Updates this animation. Called automatically by the AnimationManager.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-356" > line 356< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="updateFrameData">< span class = "type-signature" > < / span > updateFrameData< span class = "signature" > (frameData)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Changes the FrameData object this Animation is using.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > frameData< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.FrameData.html" > Phaser.FrameData< / a > < / span >
< / td >
< td class = "description last" > < p > The FrameData object that contains all frames used by this Animation.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Animation.js.html" > animation/Animation.js< / a > , < a href = "Animation.js.html#sunlight-1-line-528" > line 528< / a >
< / dt >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Sat Nov 15 2014 19:54:27 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / footer >
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< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
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