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. |
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Members
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currentAnim
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- Default Value:
- null
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Properties:
Name Type Description currentAnimPhaser.Animation The currently displayed animation, if any.
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currentFrame
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- Default Value:
- null
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Properties:
Name Type Description currentFramePhaser.Frame The currently displayed Frame of animation, if any.
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frame
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Properties:
Name Type Description framenumber Gets or sets the current frame index and updates the Texture Cache for display.
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<readonly> frameData
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Properties:
Name Type Description frameDataPhaser.FrameData The current animations FrameData.
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frameName
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Properties:
Name Type Description frameNamestring Gets or sets the current frame name and updates the Texture Cache for display.
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<readonly> frameTotal
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Properties:
Name Type Description frameTotalnumber 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 gamePhaser.Game A reference to the currently running Game.
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isLoaded
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- Default Value:
- false
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Properties:
Name Type Description isLoadedboolean Set to true once animation data has been loaded.
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paused
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Properties:
Name Type Description pausedboolean Gets and sets the paused state of the current animation.
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sprite
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Properties:
Name Type Description spritePhaser.Sprite A reference to the parent Sprite that owns this AnimationManager.
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updateIfVisible
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- Default Value:
- true
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Properties:
Name Type Description updateIfVisibleboolean Should the animation data continue to update even if the Sprite.visible is set to false.
Methods
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add(name, frames, frameRate, loop, useNumericIndex) → {Phaser.Animation}
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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 namestring The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
framesArray <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.
frameRatenumber <optional>
60 The speed at which the animation should play. The speed is given in frames per second.
loopboolean <optional>
false Whether or not the animation is looped or just plays once.
useNumericIndexboolean <optional>
true Are the given frames using numeric indexes (default) or strings?
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Returns:
The Animation object that was created.
- Type
- Phaser.Animation
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destroy()
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Destroys all references this AnimationManager contains. Iterates through the list of animations stored in this manager and calls destroy on each of them.
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getAnimation(name) → {Phaser.Animation}
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Returns an animation that was previously added by name.
Parameters:
Name Type Description namestring The name of the animation to be returned, e.g. "fire".
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Returns:
The Animation instance, if found, otherwise null.
- Type
- Phaser.Animation
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next(quantity)
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Advances by the given number of frames in the current animation, taking the loop value into consideration.
Parameters:
Name Type Argument Default Description quantitynumber <optional>
1 The number of frames to advance.
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play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}
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Play an animation based on the given key. The animation should previously have been added via sprite.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 namestring The name of the animation to be played, e.g. "fire", "walk", "jump".
frameRatenumber <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.
loopboolean <optional>
false Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
killOnCompleteboolean <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 playing Animation instance.
- Type
- Phaser.Animation
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previous(quantity)
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Moves backwards the given number of frames in the current animation, taking the loop value into consideration.
Parameters:
Name Type Argument Default Description quantitynumber <optional>
1 The number of frames to move back.
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refreshFrame()
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Refreshes the current frame data back to the parent Sprite and also resets the texture data.
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stop(name, resetFrame)
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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 namestring <optional>
null The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
resetFrameboolean <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)
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<protected> update() → {boolean}
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The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
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Returns:
True if a new animation frame has been set, otherwise false.
- Type
- boolean
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validateFrames(frames, useNumericIndex) → {boolean}
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Check whether the frames in the given array are valid and exist.
Parameters:
Name Type Argument Default Description framesArray An array of frames to be validated.
useNumericIndexboolean <optional>
true Validate the frames based on their numeric index (true) or string index (false)
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Returns:
True if all given Frames are valid, otherwise false.
- Type
- boolean