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 |
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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
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currentFrame
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Properties:
Name Type Description currentFrame
Phaser.Frame The currently displayed frame of the Animation.
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delay
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Properties:
Name Type Description delay
number The delay in ms between each frame of the Animation.
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enableUpdate
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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
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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
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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
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
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isFinished
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- Default Value:
- false
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Properties:
Name Type Description isFinished
boolean The finished state of the Animation. Set to true once playback completes, false during playback.
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isPaused
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- Default Value:
- false
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Properties:
Name Type Description isPaused
boolean The paused state of the Animation.
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isPlaying
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- Default Value:
- false
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Properties:
Name Type Description isPlaying
boolean The playing state of the Animation. Set to false once playback completes, true during playback.
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killOnComplete
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- Default Value:
- false
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Properties:
Name Type Description killOnComplete
boolean Should the parent of this Animation be killed when the animation completes?
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loop
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Properties:
Name Type Description loop
boolean The loop state of the Animation.
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loopCount
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Properties:
Name Type Description loopCount
number The number of times the animation has looped since it was last started.
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name
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Properties:
Name Type Description name
string The user defined name given to this Animation.
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onComplete
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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
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Properties:
Name Type Description onLoop
Phaser.Signal This event is dispatched when this Animation loops.
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onStart
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Properties:
Name Type Description onStart
Phaser.Signal This event is dispatched when this Animation starts playback.
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onUpdate
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- Default Value:
- null
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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
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paused
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Properties:
Name Type Description paused
boolean Gets and sets the paused state of this Animation.
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speed
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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.
Methods
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<static> generateFrameNames(prefix, start, stop, suffix, zeroPad) → {array}
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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: '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.
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- array
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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.
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destroy()
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Cleans up this animation ready for deletion. Nulls all values and references.
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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.
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onPause()
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Called when the Game enters a paused state.
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onResume()
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Called when the Game resumes from a paused state.
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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.
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Returns:
- A reference to this Animation instance.
- Type
- Phaser.Animation
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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.
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restart()
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Sets this animation back to the first frame and restarts the animation.
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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.
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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. 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()
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Updates this animation. Called automatically by the AnimationManager.
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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.
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