new Animation(game, parent, name, frameData, frames, delay, looped)
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 | Description |
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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. |
delay |
number | The time between each frame of the animation, given in ms. |
looped |
boolean | Should this animation loop or play through once. |
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Members
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currentFrame
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Properties:
Name Type Description currentFrame
Phaser.Frame The currently displayed frame of the Animation.
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delay
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Properties:
Name Type Description delay
number The delay in ms between each frame of the Animation.
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frame
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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> frameTotal
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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
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
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isFinished
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- Default Value:
- false
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Properties:
Name Type Description isFinished
boolean The finished state of the Animation. Set to true once playback completes, false during playback.
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isPaused
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- Default Value:
- false
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Properties:
Name Type Description isPaused
boolean The paused state of the Animation.
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isPlaying
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- Default Value:
- false
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Properties:
Name Type Description isPlaying
boolean The playing state of the Animation. Set to false once playback completes, true during playback.
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killOnComplete
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Properties:
Name Type Description looped
boolean The loop state of the Animation.
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looped
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Properties:
Name Type Description looped
boolean The loop state of the Animation.
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name
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Properties:
Name Type Description name
string The user defined name given to this Animation.
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paused
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Properties:
Name Type Description paused
boolean Gets and sets the paused state of this Animation.
Methods
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<static> generateFrameNames(prefix, min, max, suffix, zeroPad)
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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: 'explosion0001-large' to 'explosion_0030-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'.
min
number The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the min is 1.
max
number The number to count up to. If your frames are named 'explosion_0001' to 'explosion_0034' the max 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 zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
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destroy()
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Cleans up this animation ready for deletion. Nulls all values and references.
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onComplete()
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Called internally when the animation finishes playback. Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent.
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play(frameRate, loop, killOnComplete) → {Phaser.Animation}
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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.
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Returns:
- A reference to this Animation instance.
- Type
- Phaser.Animation
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restart()
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Sets this animation back to the first frame and restarts the animation.
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stop(resetFrame)
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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.
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.
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update()
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Updates this animation. Called automatically by the AnimationManager.
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