Phaser Class: Animation

## Phaser. Animation

#### 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.
  `parent` | Phaser.Sprite |  |  | A reference to the owner of this Animation.
  `name` | string |  |  | The unique name for this animation, used in playback commands.
  `frameData` | Phaser.FrameData |  |  | The FrameData object that contains all frames used by this Animation.
  `frames` | Array.<number> | Array.<string> |  |  | An array of numbers or strings indicating which frames to play in which order.
  `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 - animation/Animation.js, line 22

### Members

#### currentFrame :Phaser.Frame

  The currently displayed frame of the Animation.

  Source - animation/Animation.js, line 125

#### delay :number

  The delay in ms between each frame of the Animation, based on the given frameRate.

  Source - animation/Animation.js, line 58

#### enableUpdate :boolean

  Gets or sets if this animation will dispatch the onUpdate events upon changing frame.

  Source - animation/Animation.js, line 800

#### frame :number

  Gets or sets the current frame index and updates the Texture Cache for display.

  Source - animation/Animation.js, line 739

#### <readonly> frameTotal :number

  The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.

  Source - animation/Animation.js, line 726

#### game :Phaser.Game

  A reference to the currently running Game.

  Source - animation/Animation.js, line 29

#### isFinished :boolean

  The finished state of the Animation. Set to true once playback completes, false during playback.

  Source - animation/Animation.js, line 80

#### isPaused :boolean

  The paused state of the Animation.

  Source - animation/Animation.js, line 92

#### isPlaying :boolean

  The playing state of the Animation. Set to false once playback completes, true during playback.

  Source - animation/Animation.js, line 86

#### isReversed :boolean

  Indicates if the animation will play backwards.

  Source - animation/Animation.js, line 157

#### killOnComplete :boolean

  Should the parent of this Animation be killed when the animation completes?

  Source - animation/Animation.js, line 74

#### loop :boolean

  The loop state of the Animation.

  Source - animation/Animation.js, line 63

#### loopCount :number

  The number of times the animation has looped since it was last started.

  Source - animation/Animation.js, line 68

#### name :string

  The user defined name given to this Animation.

  Source - animation/Animation.js, line 46

#### onComplete :Phaser.Signal

  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 - animation/Animation.js, line 146

#### onLoop :Phaser.Signal

  This event is dispatched when this Animation loops.

  Source - animation/Animation.js, line 151

#### onStart :Phaser.Signal

  This event is dispatched when this Animation starts playback.

  Source - animation/Animation.js, line 130

#### onUpdate :Phaser.Signal|null

  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 - animation/Animation.js, line 141

#### paused :boolean

  Gets and sets the paused state of this Animation.

  Source - animation/Animation.js, line 672

#### reversed :boolean

  Gets and sets the isReversed state of this Animation.

  Source - animation/Animation.js, line 706

#### speed :number

  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. Value must be greater than 0.

  Source - animation/Animation.js, line 777

### Methods

#### <static> generateFrameNames(prefix, start, stop, suffix, zeroPad) → {Array.<string>}

  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 - animation/Animation.js, line 828

#### complete()

  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 - animation/Animation.js, line 642

#### destroy()

  Cleans up this animation ready for deletion. Nulls all values and references.

  Source - animation/Animation.js, line 608

#### next(quantity)

  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 - animation/Animation.js, line 531

#### onPause()

  Called when the Game enters a paused state.

  Source - animation/Animation.js, line 365

#### onResume()

  Called when the Game resumes from a paused state.

  Source - animation/Animation.js, line 379

#### play(frameRate, loop, killOnComplete) → {Phaser.Animation}

  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:

  Phaser.Animation -
  - A reference to this Animation instance.
  Source - animation/Animation.js, line 167

#### previous(quantity)

  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 - animation/Animation.js, line 563

#### restart()

  Sets this animation back to the first frame and restarts the animation.

  Source - animation/Animation.js, line 218

#### reverse() → {Phaser.Animation}

  Reverses the animation direction.

  ##### Returns:

  Phaser.Animation -

  The animation instance.

  Source - animation/Animation.js, line 246

#### reverseOnce() → {Phaser.Animation}

  Reverses the animation direction for the current/next animation only
  Once the onComplete event is called this method will be called again and revert
  the reversed state.

  ##### Returns:

  Phaser.Animation -

  The animation instance.

  Source - animation/Animation.js, line 260

#### setFrame(frameId, useLocalFrameIndex)

  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 - animation/Animation.js, line 276

#### stop(resetFrame, dispatchComplete)

  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 - animation/Animation.js, line 334

#### update()

  Updates this animation. Called automatically by the AnimationManager.

  Source - animation/Animation.js, line 393

#### updateFrameData(frameData)

  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 - animation/Animation.js, line 595