new Animation(game, parent, name, frameData, frames, frameRate, 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 | Argument | Default | Description |
---|---|---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
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parent |
Phaser.Sprite | A reference to the owner of this Animation. |
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name |
string | The unique name for this animation, used in playback commands. |
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frameData |
Phaser.FrameData | The FrameData object that contains all frames used by this Animation. |
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frames |
Array.<number> | Array.<string> | An array of numbers or strings indicating which frames to play in which order. |
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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. |
- Source code: animation/Animation.js (Line 22)
Public Properties
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currentFrame : Phaser.Frame
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The currently displayed frame of the Animation.
- Source code: animation/Animation.js (Line 125)
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delay : number
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The delay in ms between each frame of the Animation, based on the given frameRate.
- Source code: animation/Animation.js (Line 58)
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enableUpdate : boolean
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Gets or sets if this animation will dispatch the onUpdate events upon changing frame.
- Source code: animation/Animation.js (Line 731)
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frame : number
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Gets or sets the current frame index and updates the Texture Cache for display.
- Source code: animation/Animation.js (Line 670)
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[readonly] frameTotal : number
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The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
- Source code: animation/Animation.js (Line 657)
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game : Phaser.Game
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A reference to the currently running Game.
- Source code: animation/Animation.js (Line 29)
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isFinished : boolean
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The finished state of the Animation. Set to true once playback completes, false during playback.
- Source code: animation/Animation.js (Line 80)
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isPaused : boolean
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The paused state of the Animation.
- Source code: animation/Animation.js (Line 92)
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isPlaying : boolean
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The playing state of the Animation. Set to false once playback completes, true during playback.
- Source code: animation/Animation.js (Line 86)
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killOnComplete : boolean
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Should the parent of this Animation be killed when the animation completes?
- Source code: animation/Animation.js (Line 74)
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loop : boolean
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The loop state of the Animation.
- Source code: animation/Animation.js (Line 63)
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loopCount : number
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The number of times the animation has looped since it was last started.
- Source code: animation/Animation.js (Line 68)
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name : string
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The user defined name given to this Animation.
- Source code: animation/Animation.js (Line 46)
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onComplete : Phaser.Signal
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This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onLoop instead.
- Source code: animation/Animation.js (Line 146)
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onLoop : Phaser.Signal
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This event is dispatched when this Animation loops.
- Source code: animation/Animation.js (Line 151)
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onStart : Phaser.Signal
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This event is dispatched when this Animation starts playback.
- Source code: animation/Animation.js (Line 130)
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onUpdate : Phaser.Signal | null
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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
. Note that the event is only dispatched with the current frame. In a low-FPS environment Animations will automatically frame-skip to try and claw back time, so do not base your code on expecting to receive a perfectly sequential set of frames from this event.Type
- Phaser.Signal | null
- Source code: animation/Animation.js (Line 141)
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paused : boolean
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Gets and sets the paused state of this Animation.
- Source code: animation/Animation.js (Line 623)
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speed : number
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Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Minimum value is 1.
- Source code: animation/Animation.js (Line 708)
Public Methods
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<static> generateFrameNames(prefix, start, stop, suffix, zeroPad) → {Array.<string>}
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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: 'explosion_0001-large' to 'explosion0030-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 zeros to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
Returns
Array.<string> -An array of framenames.
- Source code: animation/Animation.js (Line 759)
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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.
- Source code: animation/Animation.js (Line 593)
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destroy()
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Cleans up this animation ready for deletion. Nulls all values and references.
- Source code: animation/Animation.js (Line 559)
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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.
- Source code: animation/Animation.js (Line 482)
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onPause()
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Called when the Game enters a paused state.
- Source code: animation/Animation.js (Line 329)
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onResume()
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Called when the Game resumes from a paused state.
- Source code: animation/Animation.js (Line 343)
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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.
Returns
- A reference to this Animation instance.
- Source code: animation/Animation.js (Line 161)
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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.
- Source code: animation/Animation.js (Line 514)
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restart()
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Sets this animation back to the first frame and restarts the animation.
- Source code: animation/Animation.js (Line 212)
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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.
- Source code: animation/Animation.js (Line 240)
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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?
- Source code: animation/Animation.js (Line 298)
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update()
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Updates this animation. Called automatically by the AnimationManager.
- Source code: animation/Animation.js (Line 357)
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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.
- Source code: animation/Animation.js (Line 546)