phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @typedef {object} Phaser.Types.Animations.JSONAnimation
* @since 3.0.0
*
* @property {string} key - The key that the animation will be associated with. i.e. sprite.animations.play(key)
* @property {string} type - A frame based animation (as opposed to a bone based animation)
* @property {Phaser.Types.Animations.JSONAnimationFrame[]} frames - An array of the AnimationFrame objects inside this Animation.
* @property {number} frameRate - The frame rate of playback in frames per second (default 24 if duration is null)
* @property {number} duration - How long the animation should play for in milliseconds. If not given its derived from frameRate.
* @property {boolean} skipMissedFrames - Skip frames if the time lags, or always advanced anyway?
* @property {number} delay - Delay before starting playback. Value given in milliseconds.
* @property {number} repeat - Number of times to repeat the animation (-1 for infinity)
* @property {number} repeatDelay - Delay before the animation repeats. Value given in milliseconds.
* @property {boolean} yoyo - Should the animation yoyo? (reverse back down to the start) before repeating?
* @property {boolean} showBeforeDelay - If this animation has a delay, should it show the first frame immediately (true), or only after the delay (false)
* @property {boolean} showOnStart - Should sprite.visible = true when the animation starts to play?
* @property {boolean} hideOnComplete - Should sprite.visible = false when the animation finishes?
*/