phaser - v4.0.0-rc.4
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    A Frame based Animation.

    Animations in Phaser consist of a sequence of AnimationFrame objects, which are managed by this class, along with properties that impact playback, such as the animations frame rate or delay.

    This class contains all of the properties and methods needed to handle playback of the animation directly to an AnimationState instance, which is owned by a Sprite, or similar Game Object.

    You don't typically create an instance of this class directly, but instead go via either the AnimationManager or the AnimationState and use their create methods, depending on if you need a global animation, or local to a specific Sprite.

    Index

    Constructors

    Properties

    delay: number

    The delay in ms before the playback will begin.

    duration: number

    How long the animation should play for, in milliseconds. If the frameRate property has been set then it overrides this value, otherwise the frameRate is derived from duration.

    frameRate: number

    The frame rate of playback in frames per second (default 24 if duration is null)

    Extract all the frame data into the frames array.

    hideOnComplete: boolean

    Should the GameObject's visible property be set to false when the animation finishes?

    key: string

    The unique identifying string for this animation.

    A reference to the global Animation Manager.

    msPerFrame: number

    How many ms per frame, not including frame specific modifiers.

    paused: boolean

    Global pause. All Game Objects using this Animation instance are impacted by this property.

    randomFrame: boolean

    Start playback of this animation from a random frame?

    repeat: number

    Number of times to repeat the animation. Set to -1 to repeat forever.

    repeatDelay: number

    The delay in ms before the a repeat play starts.

    showBeforeDelay: boolean

    If the animation has a delay set, before playback will begin, this controls when the first frame is set on the Sprite. If this property is 'false' then the frame is set only after the delay has expired. This is the default behavior.

    showOnStart: boolean

    Should the GameObject's visible property be set to true when the animation starts to play?

    skipMissedFrames: boolean

    Skip frames if the time lags, or always advanced anyway?

    type: string

    A frame based animation (as opposed to a bone based animation)

    yoyo: boolean

    Should the animation yoyo (reverse back down to the start) before repeating?

    Methods

    • Add frame/s into the animation.

      Parameters

      • index: number

        The index to insert the frame at within the animation.

      • config: string | Types.Animations.AnimationFrame[]

        Either a string, in which case it will use all frames from a texture with the matching key, or an array of Animation Frame configuration objects.

      Returns this

    • Calculates the duration, frame rate and msPerFrame values.

      Parameters

      • target: Animations.Animation

        The target to set the values on.

      • totalFrames: number

        The total number of frames in the animation.

      • Optionalduration: number

        The duration to calculate the frame rate from. Pass null if you wish to set the frameRate instead.

      • OptionalframeRate: number

        The frame rate to calculate the duration from.

      Returns void

    • Check if the given frame index is valid.

      Parameters

      • index: number

        The index to be checked.

      Returns boolean

    • Destroys this Animation instance. It will remove all event listeners, remove this animation and its key from the global Animation Manager, and then destroy all Animation Frames in turn.

      Returns void

    • Gets the total number of frames in this animation.

      Returns number

    • Pauses playback of this Animation. The paused state is set immediately.

      Returns this

    • Called internally when the Animation is playing backwards. Sets the previous frame, causing a yoyo, repeat, complete or update, accordingly.

      Parameters

      Returns void

    • Removes a frame from the AnimationFrame array at the provided index and updates the animation accordingly.

      Parameters

      • index: number

        The index in the AnimationFrame array

      Returns this

    • Resumes playback of this Animation. The paused state is reset immediately.

      Returns this

    • Called internally whenever frames are added to, or removed from, this Animation.

      Returns this