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. |
- Source - animation/AnimationManager.js, line 15
Members
-
currentAnim :Phaser.Animation
-
The currently displayed animation, if any.
- Default Value:
- null
- Source - animation/AnimationManager.js, line 40
-
currentFrame :Phaser.Frame
-
The currently displayed Frame of animation, if any. This property is only set once an Animation starts playing. Until that point it remains set as
null
.- Default Value:
- null
- Source - animation/AnimationManager.js, line 34
-
frame :number
-
Gets or sets the current frame index and updates the Texture Cache for display.
- Source - animation/AnimationManager.js, line 514
-
<readonly> frameData :Phaser.FrameData
-
The current animations FrameData.
- Source - animation/AnimationManager.js, line 450
-
frameName :string
-
Gets or sets the current frame name and updates the Texture Cache for display.
- Source - animation/AnimationManager.js, line 545
-
<readonly> frameTotal :number
-
The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
- Source - animation/AnimationManager.js, line 463
-
game :Phaser.Game
-
A reference to the currently running Game.
- Source - animation/AnimationManager.js, line 25
-
isLoaded :boolean
-
Set to true once animation data has been loaded.
- Default Value:
- false
- Source - animation/AnimationManager.js, line 52
-
name :string
-
Gets the current animation name, if set.
- Source - animation/AnimationManager.js, line 497
-
paused :boolean
-
Gets and sets the paused state of the current animation.
- Source - animation/AnimationManager.js, line 477
-
sprite :Phaser.Sprite
-
A reference to the parent Sprite that owns this AnimationManager.
- Source - animation/AnimationManager.js, line 20
-
updateIfVisible :boolean
-
Should the animation data continue to update even if the Sprite.visible is set to false.
- Default Value:
- true
- Source - animation/AnimationManager.js, line 46
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?
Returns:
The Animation object that was created.
- Source - animation/AnimationManager.js, line 170
-
destroy()
-
Destroys all references this AnimationManager contains. Iterates through the list of animations stored in this manager and calls destroy on each of them.
- Source - animation/AnimationManager.js, line 418
-
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".
Returns:
The Animation instance, if found, otherwise null.
- Source - animation/AnimationManager.js, line 385
-
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.
- Source - animation/AnimationManager.js, line 353
-
play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}
-
Play an animation based on the given key. The animation should previously have been added via
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.
Returns:
A reference to playing Animation instance.
- Source - animation/AnimationManager.js, line 256
-
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.
- Source - animation/AnimationManager.js, line 369
-
refreshFrame()
-
Refreshes the current frame data back to the parent Sprite and also resets the texture data.
- Source - animation/AnimationManager.js, line 406
-
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 299
-
<internal> update() → {boolean}
-
The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
Returns:
boolean -True if a new animation frame has been set, otherwise false.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - animation/AnimationManager.js, line 329
-
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)
Returns:
boolean -True if all given Frames are valid, otherwise false.
- Source - animation/AnimationManager.js, line 222