These docs are for an outdated version of Phaser The documentation on this page is for Phaser 2.4.6. The latest release is 2.7.5.

Constructor

Phaser. AnimationManager

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 code: animation/AnimationManager.js (Line 15)

Public Properties

currentAnim : Phaser.Animation

The currently displayed animation, if any.

Source code: 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.

Source code: animation/AnimationManager.js (Line 34)

frame : number

Gets or sets the current frame index and updates the Texture Cache for display.

Source code: animation/AnimationManager.js (Line 503)

[readonly] frameData : Phaser.FrameData

The current animations FrameData.

Source code: animation/AnimationManager.js (Line 439)

frameName : string

Gets or sets the current frame name and updates the Texture Cache for display.

Source code: animation/AnimationManager.js (Line 534)

[readonly] frameTotal : number

The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.

Source code: animation/AnimationManager.js (Line 452)

game : Phaser.Game

A reference to the currently running Game.

Source code: animation/AnimationManager.js (Line 25)

isLoaded : boolean

Set to true once animation data has been loaded.

Source code: animation/AnimationManager.js (Line 52)

name : string

Gets the current animation name, if set.

Source code: animation/AnimationManager.js (Line 486)

paused : boolean

Gets and sets the paused state of the current animation.

Source code: animation/AnimationManager.js (Line 466)

sprite : Phaser.Sprite

A reference to the parent Sprite that owns this AnimationManager.

Source code: 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 code: animation/AnimationManager.js (Line 46)

Public 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 code: 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 code: animation/AnimationManager.js (Line 407)

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 code: animation/AnimationManager.js (Line 374)

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 code: animation/AnimationManager.js (Line 342)

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 code: 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 code: animation/AnimationManager.js (Line 358)

refreshFrame()

Refreshes the current frame data back to the parent Sprite and also resets the texture data.

Source code: animation/AnimationManager.js (Line 395)

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 code: 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 code: animation/AnimationManager.js (Line 318)

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 code: animation/AnimationManager.js (Line 222)

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