Class: Phaser.Component.Animation
Constructor
new Animation()
The Animation Component provides a play
method, which is a proxy to the AnimationManager.play
method.
- Source code: gameobjects/components/Animation.js (Line 12)
Public Methods
- Source code: gameobjects/components/Animation.js (Line 31)
play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}
Plays an Animation.
The animation should have previously been created via animations.add
.
If the animation is already playing calling this again won't do anything.
If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop
.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
name | string | The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'. | ||
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.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Component.Animation.html