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@azerion/phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/animation/Animation.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> <li class="class-depth-0"> <a href="PIXI.html">PIXI</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Event.html">Event</a> </li> <li class="class-depth-0"> <a href="EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArraySet.html">ArraySet</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayUtils.html">ArrayUtils</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Bullet.html">Bullet</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Angle.html">Angle</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Animation.html">Animation</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.AutoCull.html">AutoCull</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Bounds.html">Bounds</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.BringToTop.html">BringToTop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Core.html">Core</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Crop.html">Crop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Delta.html">Delta</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Destroy.html">Destroy</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Health.html">Health</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InCamera.html">InCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InputEnabled.html">InputEnabled</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InWorld.html">InWorld</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LifeSpan.html">LifeSpan</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LoadTexture.html">LoadTexture</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Overlap.html">Overlap</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Reset.html">Reset</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Smoothed.html">Smoothed</a> </li> <li class="class-depth-1"> <a href="Phaser.Create.html">Create</a> </li> <li class="class-depth-1"> <a href="Phaser.Creature.html">Creature</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.DeviceButton.html">DeviceButton</a> </li> <li class="class-depth-1"> <a href="Phaser.DOM.html">DOM</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Hermite.html">Hermite</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.ImageCollection.html">ImageCollection</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.KeyCode.html">KeyCode</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Matrix.html">Matrix</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Path.html">Path</a> </li> <li class="class-depth-1"> <a href="Phaser.PathFollower.html">PathFollower</a> </li> <li class="class-depth-1"> <a href="Phaser.PathPoint.html">PathPoint</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-2"> <a href="Phaser.Plugin.PathManager.html">PathManager</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.PointerMode.html">PointerMode</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.RoundedRectangle.html">RoundedRectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding_.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenData.html">TweenData</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.Video.html">Video</a> </li> <li class="class-depth-1"> <a href="Phaser.Weapon.html">Weapon</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> <li class="class-depth-1"> <a href="PIXI.AbstractFilter.html">AbstractFilter</a> </li> <li class="class-depth-1"> <a href="PIXI.BaseTexture.html">BaseTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasBuffer.html">CanvasBuffer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasGraphics.html">CanvasGraphics</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasPool.html">CanvasPool</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasRenderer.html">CanvasRenderer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasTinter.html">CanvasTinter</a> </li> <li class="class-depth-1"> <a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a> </li> <li class="class-depth-1"> <a href="PIXI.EarCut.html">EarCut</a> </li> <li class="class-depth-1"> <a href="PIXI.Event.html">Event</a> </li> <li class="class-depth-1"> <a href="PIXI.EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="PIXI.FilterTexture.html">FilterTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="PIXI.GraphicsData.html">GraphicsData</a> </li> <li class="class-depth-1"> <a href="PIXI.PIXI.html">PIXI</a> </li> <li class="class-depth-2"> <a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiFastShader.html">PixiFastShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiShader.html">PixiShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PrimitiveShader.html">PrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="PIXI.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="PIXI.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.Strip.html">Strip</a> </li> <li class="class-depth-1"> <a href="PIXI.StripShader.html">StripShader</a> </li> <li class="class-depth-1"> <a href="PIXI.Texture.html">Texture</a> </li> <li class="class-depth-1"> <a href="PIXI.TilingSprite.html">TilingSprite</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLRenderer.html">WebGLRenderer</a> </li> </ul> </li> <li class="dropdown"> <a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_UP">ANGLE_UP</a> </li> <li class="class-depth-0"> <a href="global.html#AUTO">AUTO</a> </li> <li class="class-depth-0"> <a href="global.html#BITMAPDATA">BITMAPDATA</a> </li> <li class="class-depth-0"> <a href="global.html#BITMAPTEXT">BITMAPTEXT</a> </li> <li class="class-depth-0"> <a href="global.html#blendModes">blendModes</a> </li> <li class="class-depth-0"> <a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a> </li> <li 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href="Phaser.DeviceButton.html">Device Button</a></li> <li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li> <li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li> <li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li> <li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li> <li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li> <li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li> <li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li> <li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li> <li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/animation/Animation.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * 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. * * @class Phaser.Animation * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {Phaser.Sprite} parent - A reference to the owner of this Animation. * @param {string} name - The unique name for this animation, used in playback commands. * @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation. * @param {number[]|string[]} frames - An array of numbers or strings indicating which frames to play in which order. * @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second. * @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once. */ Phaser.Animation = function (game, parent, name, frameData, frames, frameRate, loop) { if (loop === undefined) { loop = false; } /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation. * @private */ this._parent = parent; /** * @property {Phaser.FrameData} _frameData - The FrameData the Animation uses. * @private */ this._frameData = frameData; /** * @property {string} name - The user defined name given to this Animation. */ this.name = name; /** * @property {array} _frames * @private */ this._frames = []; this._frames = this._frames.concat(frames); /** * @property {number} delay - The delay in ms between each frame of the Animation, based on the given frameRate. */ this.delay = 1000 / frameRate; /** * @property {boolean} loop - The loop state of the Animation. */ this.loop = loop; /** * @property {number} loopCount - The number of times the animation has looped since it was last started. */ this.loopCount = 0; /** * @property {boolean} killOnComplete - Should the parent of this Animation be killed when the animation completes? * @default */ this.killOnComplete = false; /** * @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback. * @default */ this.isFinished = false; /** * @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback. * @default */ this.isPlaying = false; /** * @property {boolean} isPaused - The paused state of the Animation. * @default */ this.isPaused = false; /** * @property {boolean} _pauseStartTime - The time the animation paused. * @private * @default */ this._pauseStartTime = 0; /** * @property {number} _frameIndex * @private * @default */ this._frameIndex = 0; /** * @property {number} _frameDiff * @private * @default */ this._frameDiff = 0; /** * @property {number} _frameSkip * @private * @default */ this._frameSkip = 1; /** * @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation. */ this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); /** * @property {Phaser.Signal} onStart - This event is dispatched when this Animation starts playback. */ this.onStart = new Phaser.Signal(); /** * 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. * @property {Phaser.Signal|null} onUpdate * @default */ this.onUpdate = null; /** * @property {Phaser.Signal} onComplete - This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onLoop instead. */ this.onComplete = new Phaser.Signal(); /** * @property {Phaser.Signal} onLoop - This event is dispatched when this Animation loops. */ this.onLoop = new Phaser.Signal(); /** * @property {boolean} isReversed - Indicates if the animation will play backwards. * @default */ this.isReversed = false; // Set-up some event listeners this.game.onPause.add(this.onPause, this); this.game.onResume.add(this.onResume, this); }; Phaser.Animation.prototype = { /** * Plays this animation. * * @method Phaser.Animation#play * @param {number} [frameRate=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. * @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used. * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed. * @return {Phaser.Animation} - A reference to this Animation instance. */ play: function (frameRate, loop, killOnComplete) { if (typeof frameRate === 'number') { // If they set a new frame rate then use it, otherwise use the one set on creation this.delay = 1000 / frameRate; } if (typeof loop === 'boolean') { // If they set a new loop value then use it, otherwise use the one set on creation this.loop = loop; } if (typeof killOnComplete !== 'undefined') { // Remove the parent sprite once the animation has finished? this.killOnComplete = killOnComplete; } this.isPlaying = true; this.isFinished = false; this.paused = false; this.loopCount = 0; this._timeLastFrame = this.game.time.time; this._timeNextFrame = this.game.time.time + this.delay; this._frameIndex = this.isReversed ? this._frames.length - 1 : 0; this.updateCurrentFrame(false, true); this._parent.events.onAnimationStart$dispatch(this._parent, this); this.onStart.dispatch(this._parent, this); this._parent.animations.currentAnim = this; this._parent.animations.currentFrame = this.currentFrame; return this; }, /** * Sets this animation back to the first frame and restarts the animation. * * @method Phaser.Animation#restart */ restart: function () { this.isPlaying = true; this.isFinished = false; this.paused = false; this.loopCount = 0; this._timeLastFrame = this.game.time.time; this._timeNextFrame = this.game.time.time + this.delay; this._frameIndex = 0; this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); this._parent.setFrame(this.currentFrame); this._parent.animations.currentAnim = this; this._parent.animations.currentFrame = this.currentFrame; this.onStart.dispatch(this._parent, this); }, /** * Reverses the animation direction. * * @method Phaser.Animation#reverse * @return {Phaser.Animation} The animation instance. */ reverse: function () { this.reversed = !this.reversed; return this; }, /** * 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. * * @method Phaser.Animation#reverseOnce * @return {Phaser.Animation} The animation instance. */ reverseOnce: function () { this.onComplete.addOnce(this.reverse, this); return this.reverse(); }, /** * Sets this animations playback to a given frame with the given ID. * * @method Phaser.Animation#setFrame * @param {string|number} [frameId] - 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. * @param {boolean} [useLocalFrameIndex=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. */ setFrame: function(frameId, useLocalFrameIndex) { var frameIndex; if (useLocalFrameIndex === undefined) { useLocalFrameIndex = false; } // Find the index to the desired frame. if (typeof frameId === "string") { for (var i = 0; i &lt; this._frames.length; i++) { if (this._frameData.getFrame(this._frames[i]).name === frameId) { frameIndex = i; } } } else if (typeof frameId === "number") { if (useLocalFrameIndex) { frameIndex = frameId; } else { for (var i = 0; i &lt; this._frames.length; i++) { if (this._frames[i] === frameId) { frameIndex = i; } } }