Class: Animation

Phaser. Animation

Phaser.Animation

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
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

currentFrame

Properties:
Name Type Description
currentFrame Phaser.Frame

The currently displayed frame of the Animation.

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delay

Properties:
Name Type Description
delay number

The delay in ms between each frame of the Animation.

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frame

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

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

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

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isFinished

Properties:
Name Type Description
isFinished boolean

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

Default Value:
  • false
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isPaused

Properties:
Name Type Description
isPaused boolean

The paused state of the Animation.

Default Value:
  • false
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isPlaying

Properties:
Name Type Description
isPlaying boolean

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

Default Value:
  • false
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killOnComplete

Properties:
Name Type Description
looped boolean

The loop state of the Animation.

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looped

Properties:
Name Type Description
looped boolean

The loop state of the Animation.

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name

Properties:
Name Type Description
name string

The user defined name given to this Animation.

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paused

Properties:
Name Type Description
paused boolean

Gets and sets the paused state of this Animation.

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Methods

<static> generateFrameNames(prefix, start, stop, 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: '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'.

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 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()

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

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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.

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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.

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Returns:
  • A reference to this Animation instance.
Type
Phaser.Animation

restart()

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

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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.

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update()

Updates this animation. Called automatically by the AnimationManager.

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Phaser Copyright © 2012-2013 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Thu Nov 28 2013 15:56:26 GMT-0000 (GMT) using the DocStrap template.