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. |
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parent |
Phaser.Sprite | A reference to the owner of this Animation. |
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name |
string | The unique name for this animation, used in playback commands. |
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frameData |
Phaser.FrameData | The FrameData object that contains all frames used by this Animation. |
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frames |
Array.<number> | Array.<string> | An array of numbers or strings indicating which frames to play in which order. |
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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
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currentFrame :Phaser.Frame
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The currently displayed frame of the Animation.
- Source - animation/Animation.js, line 125
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delay :number
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The delay in ms between each frame of the Animation, based on the given frameRate.
- Source - animation/Animation.js, line 58
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enableUpdate :boolean
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Gets or sets if this animation will dispatch the onUpdate events upon changing frame.
- Source - animation/Animation.js, line 800
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frame :number
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Gets or sets the current frame index and updates the Texture Cache for display.
- Source - animation/Animation.js, line 739
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<readonly> frameTotal :number
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The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
- Source - animation/Animation.js, line 726
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game :Phaser.Game
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A reference to the currently running Game.
- Source - animation/Animation.js, line 29
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isFinished :boolean
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The finished state of the Animation. Set to true once playback completes, false during playback.
- Source - animation/Animation.js, line 80
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isPaused :boolean
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The paused state of the Animation.
- Source - animation/Animation.js, line 92
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isPlaying :boolean
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The playing state of the Animation. Set to false once playback completes, true during playback.
- Source - animation/Animation.js, line 86
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isReversed :boolean
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Indicates if the animation will play backwards.
- Source - animation/Animation.js, line 157
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killOnComplete :boolean
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Should the parent of this Animation be killed when the animation completes?
- Source - animation/Animation.js, line 74
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loop :boolean
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The loop state of the Animation.
- Source - animation/Animation.js, line 63
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loopCount :number
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The number of times the animation has looped since it was last started.
- Source - animation/Animation.js, line 68
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name :string
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The user defined name given to this Animation.
- Source - animation/Animation.js, line 46
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onComplete :Phaser.Signal
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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
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onLoop :Phaser.Signal
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This event is dispatched when this Animation loops.
- Source - animation/Animation.js, line 151
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onStart :Phaser.Signal
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This event is dispatched when this Animation starts playback.
- Source - animation/Animation.js, line 130
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onUpdate :Phaser.Signal|null
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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:
- Phaser.Signal | null
- Source - animation/Animation.js, line 141
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paused :boolean
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Gets and sets the paused state of this Animation.
- Source - animation/Animation.js, line 672
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reversed :boolean
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Gets and sets the isReversed state of this Animation.
- Source - animation/Animation.js, line 706
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speed :number
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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. Value must be greater than 0.
- Source - animation/Animation.js, line 777
Methods
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<static> generateFrameNames(prefix, start, stop, suffix, zeroPad) → {Array.<string>}
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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: '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 828
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complete()
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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 and local onComplete event.- Source - animation/Animation.js, line 642
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destroy()
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Cleans up this animation ready for deletion. Nulls all values and references.
- Source - animation/Animation.js, line 608
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next(quantity)
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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 531
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onPause()
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Called when the Game enters a paused state.
- Source - animation/Animation.js, line 365
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onResume()
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Called when the Game resumes from a paused state.
- Source - animation/Animation.js, line 379
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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.
Returns:
- A reference to this Animation instance.
- Source - animation/Animation.js, line 167
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previous(quantity)
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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 563
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restart()
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Sets this animation back to the first frame and restarts the animation.
- Source - animation/Animation.js, line 218
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reverse() → {Phaser.Animation}
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Reverses the animation direction.
Returns:
The animation instance.
- Source - animation/Animation.js, line 246
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reverseOnce() → {Phaser.Animation}
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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 260
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setFrame(frameId, useLocalFrameIndex)
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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 276
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stop(resetFrame, dispatchComplete)
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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.
IfdispatchComplete
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 334
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update()
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Updates this animation. Called automatically by the AnimationManager.
- Source - animation/Animation.js, line 393
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updateFrameData(frameData)
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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 595