new Animation(manager, key, config)
Parameters:
Name | Type | Description |
---|---|---|
manager |
Phaser.Animations.AnimationManager | A reference to the global Animation Manager |
key |
string | The unique identifying string for this animation. |
config |
Phaser.Types.Animations.Animation | The Animation configuration. |
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 15)
Members
-
delay :number
-
The delay in ms before the playback will begin.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/animations/Animation.js (Line 127)
-
duration :number
-
How long the animation should play for, in milliseconds. If the
frameRate
property has been set then it overrides this value, otherwise theframeRate
is derived fromduration
.Type:
- number
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 97)
-
frameRate :number
-
The frame rate of playback in frames per second (default 24 if duration is null)
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 24
- Source: src/animations/Animation.js (Line 87)
-
frames :Array.<Phaser.Animations.AnimationFrame>
-
Extract all the frame data into the frames array.
Type:
- Array.<Phaser.Animations.AnimationFrame>
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 73)
-
hideOnComplete :boolean
-
Should the GameObject's
visible
property be set tofalse
when the animation finishes?Type:
- boolean
- Since: 3.0.0
- Default Value:
-
- false
- Source: src/animations/Animation.js (Line 177)
-
key :string
-
The unique identifying string for this animation.
Type:
- string
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 54)
-
manager :Phaser.Animations.AnimationManager
-
A reference to the global Animation Manager.
Type:
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 45)
-
msPerFrame :number
-
How many ms per frame, not including frame specific modifiers.
Type:
- number
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 108)
-
paused :boolean
-
Global pause. All Game Objects using this Animation instance are impacted by this property.
Type:
- boolean
- Since: 3.0.0
- Default Value:
-
- false
- Source: src/animations/Animation.js (Line 187)
-
repeat :number
-
Number of times to repeat the animation. Set to -1 to repeat forever.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/animations/Animation.js (Line 137)
-
repeatDelay :number
-
The delay in ms before the a repeat play starts.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/animations/Animation.js (Line 147)
-
showOnStart :boolean
-
Should the GameObject's
visible
property be set totrue
when the animation starts to play?Type:
- boolean
- Since: 3.0.0
- Default Value:
-
- false
- Source: src/animations/Animation.js (Line 167)
-
skipMissedFrames :boolean
-
Skip frames if the time lags, or always advanced anyway?
Type:
- boolean
- Since: 3.0.0
- Default Value:
-
- true
- Source: src/animations/Animation.js (Line 117)
-
type :string
-
A frame based animation (as opposed to a bone based animation)
Type:
- string
- Since: 3.0.0
- Default Value:
-
- frame
- Source: src/animations/Animation.js (Line 63)
-
yoyo :boolean
-
Should the animation yoyo (reverse back down to the start) before repeating?
Type:
- boolean
- Since: 3.0.0
- Default Value:
-
- false
- Source: src/animations/Animation.js (Line 157)
Methods
-
addFrame(config)
-
Add frames to the end of the animation.
Parameters:
Name Type Description config
string | Array.<Phaser.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.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 258)
Returns:
This Animation object.
-
addFrameAt(index, config)
-
Add frame/s into the animation.
Parameters:
Name Type Description index
number The index to insert the frame at within the animation.
config
string | Array.<Phaser.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.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 273)
Returns:
This Animation object.
-
calculateDuration(target, totalFrames, duration, frameRate)
-
Calculates the duration, frame rate and msPerFrame values.
Parameters:
Name Type Description target
Phaser.Animations.Animation The target to set the values on.
totalFrames
number The total number of frames in the animation.
duration
number The duration to calculate the frame rate from.
frameRate
number The frame ate to calculate the duration from.
- Since: 3.50.0
- Source: src/animations/Animation.js (Line 219)
-
checkFrame(index)
-
Check if the given frame index is valid.
Parameters:
Name Type Description index
number The index to be checked.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 312)
Returns:
true
if the index is valid, otherwisefalse
.- Type
- boolean
-
destroy()
-
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.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 879)
-
<protected> getFirstTick(state)
-
Called internally when this Animation first starts to play. Sets the accumulator and nextTick properties.
Parameters:
Name Type Description state
Phaser.Animations.AnimationState The Animation State belonging to the Game Object invoking this call.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 327)
-
<protected> getFrameAt(index)
-
Returns the AnimationFrame at the provided index
Parameters:
Name Type Description index
number The index in the AnimationFrame array
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 345)
Returns:
The frame at the index provided from the animation sequence
-
getFrameByProgress(value)
-
Returns the frame closest to the given progress value between 0 and 1.
Parameters:
Name Type Description value
number A value between 0 and 1.
- Since: 3.4.0
- Source: src/animations/Animation.js (Line 485)
Returns:
The frame closest to the given progress value.
-
getFrames(textureManager, frames [, defaultTextureKey])
-
Creates AnimationFrame instances based on the given frame data.
Parameters:
Name Type Argument Description textureManager
Phaser.Textures.TextureManager A reference to the global Texture Manager.
frames
string | Array.<Phaser.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.
defaultTextureKey
string <optional>
The key to use if no key is set in the frame configuration object.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 361)
Returns:
An array of newly created AnimationFrame instances.
- Type
- Array.<Phaser.Animations.AnimationFrame>
-
getLastFrame()
-
Returns the animation last frame.
- Since: 3.12.0
- Source: src/animations/Animation.js (Line 587)
Returns:
The last Animation Frame.
-
getNextTick(state)
-
Called internally. Sets the accumulator and nextTick values of the current Animation.
Parameters:
Name Type Description state
Phaser.Animations.AnimationState The Animation State belonging to the Game Object invoking this call.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 470)
-
getTotalFrames()
-
Gets the total number of frames in this animation.
- Since: 3.50.0
- Source: src/animations/Animation.js (Line 206)
Returns:
The total number of frames in this animation.
- Type
- number
-
nextFrame(state)
-
Advance the animation frame.
Parameters:
Name Type Description state
Phaser.Animations.AnimationState The Animation State to advance.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 502)
-
pause()
-
Pauses playback of this Animation. The paused state is set immediately.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 849)
Returns:
This Animation object.
-
previousFrame(state)
-
Called internally when the Animation is playing backwards. Sets the previous frame, causing a yoyo, repeat, complete or update, accordingly.
Parameters:
Name Type Description state
Phaser.Animations.AnimationState The Animation State belonging to the Game Object invoking this call.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 600)
-
removeFrame(frame)
-
Removes the given AnimationFrame from this Animation instance. This is a global action. Any Game Object using this Animation will be impacted by this change.
Parameters:
Name Type Description frame
Phaser.Animations.AnimationFrame The AnimationFrame to be removed.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 662)
Returns:
This Animation object.
-
removeFrameAt(index)
-
Removes a frame from the AnimationFrame array at the provided index and updates the animation accordingly.
Parameters:
Name Type Description index
number The index in the AnimationFrame array
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 685)
Returns:
This Animation object.
-
repeatAnimation(state)
-
Called internally during playback. Forces the animation to repeat, providing there are enough counts left in the repeat counter.
Parameters:
Name Type Description state
Phaser.Animations.AnimationState The Animation State belonging to the Game Object invoking this call.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 705)
Fires:
- Phaser.Animations.Events#event:ANIMATION_REPEAT
- Phaser.Animations.Events#event:SPRITE_ANIMATION_REPEAT
- Phaser.Animations.Events#event:SPRITE_ANIMATION_KEY_REPEAT
-
resume()
-
Resumes playback of this Animation. The paused state is reset immediately.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 864)
Returns:
This Animation object.
-
toJSON()
-
Converts the animation data to JSON.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 759)
Returns:
The resulting JSONAnimation formatted object.
-
updateFrameSequence()
-
Called internally whenever frames are added to, or removed from, this Animation.
- Since: 3.0.0
- Source: src/animations/Animation.js (Line 792)
Returns:
This Animation object.