Phaser. 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 name for this animation, used in playback commands.

frameData Phaser.FrameData

The FrameData object that contains all frames used by this Animation.

frames Array.<number> | Array.<string>

An array of numbers or strings indicating which frames to play in which order.

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.

Source - animation/Animation.js, line 22

Members

currentFrame :Phaser.Frame

The currently displayed frame of the Animation.

Source - animation/Animation.js, line 125

delay :number

The delay in ms between each frame of the Animation, based on the given frameRate.

Source - animation/Animation.js, line 58

enableUpdate :boolean

Gets or sets if this animation will dispatch the onUpdate events upon changing frame.

Source - animation/Animation.js, line 792

frame :number

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

Source - animation/Animation.js, line 731

<readonly> frameTotal :number

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

Source - animation/Animation.js, line 718

game :Phaser.Game

A reference to the currently running Game.

Source - animation/Animation.js, line 29

isFinished :boolean

The finished state of the Animation. Set to true once playback completes, false during playback.

Source - animation/Animation.js, line 80

isPaused :boolean

The paused state of the Animation.

Source - animation/Animation.js, line 92

isPlaying :boolean

The playing state of the Animation. Set to false once playback completes, true during playback.

Source - animation/Animation.js, line 86

isReversed :boolean

Indicates if the animation will play backwards.

Source - animation/Animation.js, line 157

killOnComplete :boolean

Should the parent of this Animation be killed when the animation completes?

Source - animation/Animation.js, line 74

loop :boolean

The loop state of the Animation.

Source - animation/Animation.js, line 63

loopCount :number

The number of times the animation has looped since it was last started.

Source - animation/Animation.js, line 68

name :string

The user defined name given to this Animation.

Source - animation/Animation.js, line 46

onComplete :Phaser.Signal

This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onLoop instead.

Source - animation/Animation.js, line 146

onLoop :Phaser.Signal

This event is dispatched when this Animation loops.

Source - animation/Animation.js, line 151

onStart :Phaser.Signal

This event is dispatched when this Animation starts playback.

Source - animation/Animation.js, line 130

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 Animations will automatically frame-skip to try and claw back time, so do not base your code on expecting to receive a perfectly sequential set of frames from this event.

Type:
Source - animation/Animation.js, line 141

paused :boolean

Gets and sets the paused state of this Animation.

Source - animation/Animation.js, line 664

reversed :boolean

Gets and sets the isReversed state of this Animation.

Source - animation/Animation.js, line 698

speed :number

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.

Source - animation/Animation.js, line 769

Methods

<static> generateFrameNames(prefix, start, stop, suffix, zeroPad) → {Array.<string>}

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_0001-large' to 'explosion0030-large' You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion', 1, 30, '-large', 4);

Parameters:
Name Type Argument Default Description
prefix string

The start of the filename. If the filename was 'explosion0001-large' the prefix would be 'explosion'.

start number

The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.

stop number

The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.

suffix string <optional>
''

The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.

zeroPad number <optional>
0

The number of zeros to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.

Returns:
Array.<string> -

An array of framenames.

Source - animation/Animation.js, line 820

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 - animation/Animation.js, line 634

destroy()

Cleans up this animation ready for deletion. Nulls all values and references.

Source - animation/Animation.js, line 600

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 - animation/Animation.js, line 523

onPause()

Called when the Game enters a paused state.

Source - animation/Animation.js, line 361

onResume()

Called when the Game resumes from a paused state.

Source - animation/Animation.js, line 375

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.

killOnComplete boolean <optional>
false

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

Returns:
  • A reference to this Animation instance.
Source - animation/Animation.js, line 167

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 - animation/Animation.js, line 555

restart()

Sets this animation back to the first frame and restarts the animation.

Source - animation/Animation.js, line 218

reverse() → {Phaser.Animation}

Reverses the animation direction

Returns:

The animation instance.

Source - animation/Animation.js, line 246

reverseOnce() → {Phaser.Animation}

Reverses the animation direction for the current/next animation only Once the onComplete event is called this method will be called again and revert the reversed state.

Returns:

The animation instance.

Source - animation/Animation.js, line 258

setFrame(frameId, useLocalFrameIndex)

Sets this animations playback to a given frame with the given ID.

Parameters:
Name Type Argument Default Description
frameId string | number <optional>

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.

useLocalFrameIndex boolean <optional>
false

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.

Source - animation/Animation.js, line 272

stop(resetFrame, dispatchComplete)

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 dispatchComplete is true it will dispatch the complete events, otherwise they'll be ignored.

Parameters:
Name Type Argument Default Description
resetFrame boolean <optional>
false

If true after the animation stops the currentFrame value will be set to the first frame in this animation.

dispatchComplete boolean <optional>
false

Dispatch the Animation.onComplete and parent.onAnimationComplete events?

Source - animation/Animation.js, line 330

update()

Updates this animation. Called automatically by the AnimationManager.

Source - animation/Animation.js, line 389

updateFrameData(frameData)

Changes the FrameData object this Animation is using.

Parameters:
Name Type Description
frameData Phaser.FrameData

The FrameData object that contains all frames used by this Animation.

Source - animation/Animation.js, line 587
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