Class: Animation

Phaser. Animation

Phaser.Animation

new Animation(game, parent, name, frameData, frames, delay, 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 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.

loop boolean

Should this animation loop when it reaches the end 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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enableUpdate

Properties:
Name Type Description
enableUpdate boolean

Gets or sets if this animation will dispatch the onUpdate events upon changing frame.

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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
killOnComplete boolean

Should the parent of this Animation be killed when the animation completes?

Default Value:
  • false
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loop

Properties:
Name Type Description
loop boolean

The loop state of the Animation.

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loopCount

Properties:
Name Type Description
loopCount number

The number of times the animation has looped since it was last started.

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name

Properties:
Name Type Description
name string

The user defined name given to this Animation.

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onComplete

Properties:
Name Type Description
onComplete Phaser.Signal

This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onAnimationLoop instead.

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onLoop

Properties:
Name Type Description
onLoop Phaser.Signal

This event is dispatched when this Animation loops.

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onStart

Properties:
Name Type Description
onStart Phaser.Signal

This event is dispatched when this Animation starts playback.

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onUpdate

Properties:
Name Type Description
onUpdate Phaser.Signal | null

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.

Default Value:
  • null
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paused

Properties:
Name Type Description
paused boolean

Gets and sets the paused state of this Animation.

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speed

Properties:
Name Type Description
speed number

Gets or sets the current speed of the animation, the time between each frame of the animation, given in ms. Takes effect from the NEXT frame. Minimum value is 1.

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Methods

<static> generateFrameNames(prefix, start, stop, suffix, zeroPad) → {array}

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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Returns:

An array of framenames.

Type
array

complete()

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.

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destroy()

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

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next(quantity)

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.

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onPause()

Called when the Game enters a paused state.

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onResume()

Called when the Game resumes from a paused state.

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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

previous(quantity)

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.

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restart()

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

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setFrame(frameId, useLocalFrameIndex)

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.

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stop(resetFrame, dispatchComplete)

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. If dispatchComplete 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?

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update()

Updates this animation. Called automatically by the AnimationManager.

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updateFrameData(frameData)

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.

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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