Class: AnimationManager

Phaser. AnimationManager

Phaser.AnimationManager

new AnimationManager(sprite)

The Animation Manager is used to add, play and update Phaser Animations. Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.

Parameters:
Name Type Description
sprite Phaser.Sprite

A reference to the Game Object that owns this AnimationManager.

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Members

currentAnim

Properties:
Name Type Description
currentAnim Phaser.Animation

The currently displayed animation, if any.

Default Value:
  • null
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currentFrame

Properties:
Name Type Description
currentFrame Phaser.Frame

The currently displayed Frame of animation, if any.

Default Value:
  • null
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frame

Properties:
Name Type Description
frame number

Gets or sets the current frame index and updates the Texture Cache for display.

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<readonly> frameData

Properties:
Name Type Description
frameData Phaser.FrameData

The current animations FrameData.

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frameName

Properties:
Name Type Description
frameName string

Gets or sets the current frame name and updates the Texture Cache for display.

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<readonly> frameTotal

Properties:
Name Type Description
frameTotal number

The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.

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game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

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isLoaded

Properties:
Name Type Description
isLoaded boolean

Set to true once animation data has been loaded.

Default Value:
  • false
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paused

Properties:
Name Type Description
paused boolean

Gets and sets the paused state of the current animation.

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sprite

Properties:
Name Type Description
sprite Phaser.Sprite

A reference to the parent Sprite that owns this AnimationManager.

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updateIfVisible

Properties:
Name Type Description
updateIfVisible boolean

Should the animation data continue to update even if the Sprite.visible is set to false.

Default Value:
  • true
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Methods

add(name, frames, frameRate, loop, useNumericIndex) → {Phaser.Animation}

Adds a new animation under the given key. Optionally set the frames, frame rate and loop. Animations added in this way are played back with the play function.

Parameters:
Name Type Argument Default Description
name string

The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".

frames Array <optional>
null

An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.

frameRate number <optional>
60

The speed at which the animation should play. The speed is given in frames per second.

loop boolean <optional>
false

Whether or not the animation is looped or just plays once.

useNumericIndex boolean <optional>
true

Are the given frames using numeric indexes (default) or strings?

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Returns:

The Animation object that was created.

Type
Phaser.Animation

destroy()

Destroys all references this AnimationManager contains. Iterates through the list of animations stored in this manager and calls destroy on each of them.

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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".

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Returns:

The Animation instance, if found, otherwise null.

Type
Phaser.Animation

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.

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play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

Play an animation based on the given key. The animation should previously have been added via sprite.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 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.

killOnComplete boolean <optional>
false

If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

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Returns:

A reference to playing Animation instance.

Type
Phaser.Animation

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.

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refreshFrame()

Refreshes the current frame data back to the parent Sprite and also resets the texture data.

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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

When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)

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<protected> update() → {boolean}

The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.

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Returns:

True if a new animation frame has been set, otherwise false.

Type
boolean

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)

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Returns:

True if all given Frames are valid, otherwise false.

Type
boolean
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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