Global

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 {boolean} - 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?
Source:
  • animation/AnimationManager.js, line 78
Returns:
The Animation object that was created.
Type
Phaser.Animation

addFrame(frame) → {Phaser.Animation.Frame}

Adds a new Frame to this FrameData collection. Typically called by the Animation.Parser and not directly.
Parameters:
Name Type Description
frame Phaser.Animation.Frame The frame to add to this FrameData set.
Source:
  • animation/FrameData.js, line 33
Returns:
The frame that was just added.
Type
Phaser.Animation.Frame

checkFrameName(name) → {boolean}

Check if there is a Frame with the given name.
Parameters:
Name Type Description
name string The name of the frame you want to check.
Source:
  • animation/FrameData.js, line 91
Returns:
True if the frame is found, otherwise false.
Type
boolean

destroy()

Cleans up this animation ready for deletion. Nulls all values and references.
Source:
  • animation/Animation.js, line 265

destroy()

Destroys all references this AnimationManager contains. Sets the _anims to a new object and nulls the current animation.
Source:
  • animation/AnimationManager.js, line 243

generateFrameNames(prefix, min, max, suffix, zeroPad)

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 '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 'explosion_0001-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.
Source:
  • animation/Animation.js, line 393

getFrame(index) → {Phaser.Animation.Frame}

Get a Frame by its numerical index.
Parameters:
Name Type Description
index number The index of the frame you want to get.
Source:
  • animation/FrameData.js, line 55
Returns:
The frame, if found.
Type
Phaser.Animation.Frame

getFrameByName(name) → {Phaser.Animation.Frame}

Get a Frame by its frame name.
Parameters:
Name Type Description
name string The name of the frame you want to get.
Source:
  • animation/FrameData.js, line 73
Returns:
The frame, if found.
Type
Phaser.Animation.Frame

getFrameIndexes(frames, useNumericIndex, output) → {Array}

Returns all of the Frame indexes in this FrameData set. The frames indexes are returned in the output array, or if none is provided in a new Array object.
Parameters:
Name Type Argument Default Description
frames Array An Array containing the indexes of the frames to retrieve. If the array is empty then all frames in the FrameData are returned.
useNumericIndex boolean <optional>
true Are the given frames using numeric indexes (default) or strings? (false)
output Array <optional>
If given the results will be appended to the end of this array otherwise a new array will be created.
Source:
  • animation/FrameData.js, line 178
Returns:
An array of all Frame indexes matching the given names or IDs.
Type
Array

getFrameRange(start, end, output) → {Array}

Returns a range of frames based on the given start and end frame indexes and returns them in an Array.
Parameters:
Name Type Argument Description
start number The starting frame index.
end number The ending frame index.
output Array <optional>
If given the results will be appended to the end of this array otherwise a new array will be created.
Source:
  • animation/FrameData.js, line 109
Returns:
An array of Frames between the start and end index values, or an empty array if none were found.
Type
Array

getFrames(frames, useNumericIndex, output) → {Array}

Returns all of the Frames in this FrameData set where the frame index is found in the input array. The frames are returned in the output array, or if none is provided in a new Array object.
Parameters:
Name Type Argument Default Description
frames Array An Array containing the indexes of the frames to retrieve. If the array is empty then all frames in the FrameData are returned.
useNumericIndex boolean <optional>
true Are the given frames using numeric indexes (default) or strings? (false)
output Array <optional>
If given the results will be appended to the end of this array otherwise a new array will be created.
Source:
  • animation/FrameData.js, line 131
Returns:
An array of all Frames in this FrameData set matching the given names or IDs.
Type
Array

JSONData(game, json, cacheKey) → {Phaser.Animation.FrameData}

Parse the JSON data and extract the animation frame data from it.
Parameters:
Name Type Description
game Phaser.Game A reference to the currently running game.
json Object The JSON data from the Texture Atlas. Must be in Array format.
cacheKey string The Game.Cache asset key of the texture image.
Source:
  • animation/Parser.js, line 96
Returns:
A FrameData object containing the parsed frames.
Type
Phaser.Animation.FrameData

JSONDataHash(game, json, cacheKey) → {Phaser.Animation.FrameData}

Parse the JSON data and extract the animation frame data from it.
Parameters:
Name Type Description
game Phaser.Game A reference to the currently running game.
json Object The JSON data from the Texture Atlas. Must be in JSON Hash format.
cacheKey string The Game.Cache asset key of the texture image.
Source:
  • animation/Parser.js, line 167
Returns:
A FrameData object containing the parsed frames.
Type
Phaser.Animation.FrameData

onComplete()

Called internally when the animation finishes playback. Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent.
Source:
  • animation/Animation.js, line 281

play(frameRate, loop) → {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>
null Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
Source:
  • animation/Animation.js, line 118
Returns:
- A reference to this Animation instance.
Type
Phaser.Animation

play(name, frameRate, loop) → {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>
null Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
Source:
  • animation/AnimationManager.js, line 158
Returns:
A reference to playing Animation instance.
Type
Phaser.Animation

restart()

Sets this animation back to the first frame and restarts the animation.
Source:
  • animation/Animation.js, line 160

setTrim(trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight)

If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
Parameters:
Name Type Description
trimmed bool If this frame was trimmed or not.
actualWidth number The width of the frame before being trimmed.
actualHeight number The height of the frame before being trimmed.
destX number The destination X position of the trimmed frame for display.
destY number The destination Y position of the trimmed frame for display.
destWidth number The destination width of the trimmed frame for display.
destHeight number The destination height of the trimmed frame for display.
Source:
  • animation/Frame.js, line 129

spriteSheet(game, key, frameWidth, frameHeight, frameMax) → {Phaser.Animation.FrameData}

Parse a Sprite Sheet and extract the animation frame data from it.
Parameters:
Name Type Argument Default Description
game Phaser.Game A reference to the currently running game.
key string The Game.Cache asset key of the Sprite Sheet image.
frameWidth number The fixed width of each frame of the animation.
frameHeight number The fixed height of each frame of the animation.
frameMax number <optional>
-1 The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
Source:
  • animation/Parser.js, line 15
Returns:
A FrameData object containing the parsed frames.
Type
Phaser.Animation.FrameData

stop(resetFrame)

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.
Source:
  • animation/Animation.js, line 179

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)
Source:
  • animation/AnimationManager.js, line 188

total() → {Number}

Returns the total number of frames in this FrameData set.
Source:
  • animation/FrameData.js, line 226
Returns:
The total number of frames in this FrameData set.
Type
Number

update()

Updates this animation. Called automatically by the AnimationManager.
Source:
  • animation/Animation.js, line 199

<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.
Source:
  • animation/AnimationManager.js, line 218
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)
Source:
  • animation/AnimationManager.js, line 124
Returns:
True if all given Frames are valid, otherwise false.
Type
boolean

XMLData(game, xml, cacheKey) → {Phaser.Animation.FrameData}

Parse the XML data and extract the animation frame data from it.
Parameters:
Name Type Description
game Phaser.Game A reference to the currently running game.
xml Object The XML data from the Texture Atlas. Must be in Starling XML format.
cacheKey string The Game.Cache asset key of the texture image.
Source:
  • animation/Parser.js, line 241
Returns:
A FrameData object containing the parsed frames.
Type
Phaser.Animation.FrameData