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Version: Phaser v3.88.2

AnimationManager

The Animation Manager.

Animations are managed by the global Animation Manager. This is a singleton class that is

responsible for creating and delivering animations and their corresponding data to all Game Objects.

Unlike plugins it is owned by the Game instance, not the Scene.

Sprites and other Game Objects get the data they need from the AnimationManager.

Constructor

new AnimationManager(game)

Parameters

nametypeoptionaldescription
gamePhaser.GameNoA reference to the Phaser.Game instance.

Scope: static

Extends

Phaser.Events.EventEmitter

Source: src/animations/AnimationManager.js#L19
Since: 3.0.0

Public Members

anims

anims: Phaser.Structs.Map.<string, Phaser.Animations.Animation>

Description:

The Animations registered in the Animation Manager.

This map should be modified with the #add and #create methods of the Animation Manager.

Access: protected

Source: src/animations/AnimationManager.js#L79
Since: 3.0.0


game

game: Phaser.Game

Description:

A reference to the Phaser.Game instance.

Access: protected

Source: src/animations/AnimationManager.js#L47
Since: 3.0.0


globalTimeScale

globalTimeScale: number

Description:

The global time scale of the Animation Manager.

This scales the time delta between two frames, thus influencing the speed of time for the Animation Manager.

Source: src/animations/AnimationManager.js#L67
Since: 3.0.0


mixes

mixes: Phaser.Structs.Map.<string, Phaser.Animations.Animation>

Description:

A list of animation mix times.

See the #setMix method for more details.

Source: src/animations/AnimationManager.js#L91
Since: 3.50.0


name

name: string

Description:

The name of this Animation Manager.

Source: src/animations/AnimationManager.js#L112
Since: 3.0.0


paused

paused: boolean

Description:

Whether the Animation Manager is paused along with all of its Animations.

Source: src/animations/AnimationManager.js#L102
Since: 3.0.0


textureManager

textureManager: Phaser.Textures.TextureManager

Description:

A reference to the Texture Manager.

Access: protected

Source: src/animations/AnimationManager.js#L57
Since: 3.0.0


Inherited Methods

From Phaser.Events.EventEmitter:


Public Methods

add

<instance> add(key, animation)

Description:

Adds an existing Animation to the Animation Manager.

Parameters:

nametypeoptionaldescription
keystringNoThe key under which the Animation should be added. The Animation will be updated with it. Must be unique.
animationPhaser.Animations.AnimationNoThe Animation which should be added to the Animation Manager.

Returns: Phaser.Animations.AnimationManager - This Animation Manager.

Fires: Phaser.Animations.Events#event:ADD_ANIMATION

Source: src/animations/AnimationManager.js#L276
Since: 3.0.0


addMix

<instance> addMix(animA, animB, delay)

Description:

Adds a mix between two animations.

Mixing allows you to specify a unique delay between a pairing of animations.

When playing Animation A on a Game Object, if you then play Animation B, and a

mix exists, it will wait for the specified delay to be over before playing Animation B.

This allows you to customise smoothing between different types of animation, such

as blending between an idle and a walk state, or a running and a firing state.

Note that mixing is only applied if you use the Sprite.play method. If you opt to use

playAfterRepeat or playAfterDelay instead, those will take priority and the mix

delay will not be used.

To update an existing mix, just call this method with the new delay.

To remove a mix pairing, see the removeMix method.

Parameters:

nametypeoptionaldescription
animAstring | Phaser.Animations.AnimationNoThe string-based key, or instance of, Animation A.
animBstring | Phaser.Animations.AnimationNoThe string-based key, or instance of, Animation B.
delaynumberNoThe delay, in milliseconds, to wait when transitioning from Animation A to B.

Returns: Phaser.Animations.AnimationManager - This Animation Manager.

Source: src/animations/AnimationManager.js#L138
Since: 3.50.0


boot

<instance> boot()

Description:

Registers event listeners after the Game boots.

Source: src/animations/AnimationManager.js#L124
Since: 3.0.0


create

<instance> create(config)

Description:

Creates a new Animation and adds it to the Animation Manager.

Animations are global. Once created, you can use them in any Scene in your game. They are not Scene specific.

If an invalid key is given this method will return false.

If you pass the key of an animation that already exists in the Animation Manager, that animation will be returned.

A brand new animation is only created if the key is valid and not already in use.

If you wish to re-use an existing key, call AnimationManager.remove first, then this method.

Parameters:

nametypeoptionaldescription
configPhaser.Types.Animations.AnimationNoThe configuration settings for the Animation.

Returns: Phaser.Animations.Animation, false - The Animation that was created, or false if the key is already in use.

Fires: Phaser.Animations.Events#event:ADD_ANIMATION

Source: src/animations/AnimationManager.js#L492
Since: 3.0.0


createFromAseprite

<instance> createFromAseprite(key, [tags], [target])

Description:

Create one, or more animations from a loaded Aseprite JSON file.

Aseprite is a powerful animated sprite editor and pixel art tool.

You can find more details at https://www.aseprite.org/

To export a compatible JSON file in Aseprite, please do the following:

  1. Go to "File - Export Sprite Sheet"

  2. On the Layout tab:

2a. Set the "Sheet type" to "Packed"

2b. Set the "Constraints" to "None"

2c. Check the "Merge Duplicates" checkbox

  1. On the Sprite tab:

3a. Set "Layers" to "Visible layers"

3b. Set "Frames" to "All frames", unless you only wish to export a sub-set of tags

  1. On the Borders tab:

4a. Check the "Trim Sprite" and "Trim Cells" options

4b. Ensure "Border Padding", "Spacing" and "Inner Padding" are all > 0 (1 is usually enough)

  1. On the Output tab:

5a. Check "Output File", give your image a name and make sure you choose "png files" as the file type

5b. Check "JSON Data" and give your json file a name

5c. The JSON Data type can be either a Hash or Array, Phaser doesn't mind.

5d. Make sure "Tags" is checked in the Meta options

5e. In the "Item Filename" input box, make sure it says just "{frame}" and nothing more.

  1. Click export

This was tested with Aseprite 1.2.25.

This will export a png and json file which you can load using the Aseprite Loader, i.e.:


function preload ()

{

this.load.path = 'assets/animations/aseprite/';

this.load.aseprite('paladin', 'paladin.png', 'paladin.json');

}

Once loaded, you can call this method from within a Scene with the 'atlas' key:


this.anims.createFromAseprite('paladin');

Any animations defined in the JSON will now be available to use in Phaser and you play them

via their Tag name. For example, if you have an animation called 'War Cry' on your Aseprite timeline,

you can play it in Phaser using that Tag name:


this.add.sprite(400, 300).play('War Cry');

When calling this method you can optionally provide an array of tag names, and only those animations

will be created. For example:


this.anims.createFromAseprite('paladin', [ 'step', 'War Cry', 'Magnum Break' ]);

This will only create the 3 animations defined. Note that the tag names are case-sensitive.

Parameters:

nametypeoptionaldescription
keystringNoThe key of the loaded Aseprite atlas. It must have been loaded prior to calling this method.
tagsArray.<string>YesAn array of Tag names. If provided, only animations found in this array will be created.
targetPhaser.Animations.AnimationManager | Phaser.GameObjects.GameObjectYesCreate the animations on this target Sprite. If not given, they will be created globally in this Animation Manager.

Returns: Array.<Phaser.Animations.Animation> - An array of Animation instances that were successfully created.

Source: src/animations/AnimationManager.js#L323
Since: 3.50.0


destroy

<instance> destroy()

Description:

Destroy this Animation Manager and clean up animation definitions and references to other objects.

This method should not be called directly. It will be called automatically as a response to a destroy event from the Phaser.Game instance.

Overrides: Phaser.Events.EventEmitter#destroy

Source: src/animations/AnimationManager.js#L1045
Since: 3.0.0


exists

<instance> exists(key)

Description:

Checks to see if the given key is already in use within the Animation Manager or not.

Animations are global. Keys created in one scene can be used from any other Scene in your game. They are not Scene specific.

Parameters:

nametypeoptionaldescription
keystringNoThe key of the Animation to check.

Returns: boolean - true if the Animation already exists in the Animation Manager, or false if the key is available.

Source: src/animations/AnimationManager.js#L306
Since: 3.16.0


fromJSON

<instance> fromJSON(data, [clearCurrentAnimations])

Description:

Loads this Animation Manager's Animations and settings from a JSON object.

Parameters:

nametypeoptionaldefaultdescription
datastring | Phaser.Types.Animations.JSONAnimationsPhaser.Types.Animations.JSONAnimationNo
clearCurrentAnimationsbooleanYesfalseIf set to true, the current animations will be removed (anims.clear()). If set to false (default), the animations in data will be added.

Returns: Array.<Phaser.Animations.Animation> - An array containing all of the Animation objects that were created as a result of this call.

Source: src/animations/AnimationManager.js#L540
Since: 3.0.0


generateFrameNames

<instance> generateFrameNames(key, [config])

Description:

Generate an array of Phaser.Types.Animations.AnimationFrame objects from a texture key and configuration object.

Generates objects with string based frame names, as configured by the given Phaser.Types.Animations.GenerateFrameNames.

It's a helper method, designed to make it easier for you to extract all of the frame names from texture atlases.

If you're working with a sprite sheet, see the generateFrameNumbers method instead.

Example:

If you have a texture atlases loaded called gems and it contains 6 frames called ruby_0001, ruby_0002, and so on,

then you can call this method using: this.anims.generateFrameNames('gems', { prefix: 'ruby_', start: 1, end: 6, zeroPad: 4 }).

The end value tells it to select frames 1 through 6, incrementally numbered, all starting with the prefix ruby_. The zeroPad

value tells it how many zeroes pad out the numbers. To create an animation using this method, you can do:


this.anims.create({

key: 'ruby',

repeat: -1,

frames: this.anims.generateFrameNames('gems', {

prefix: 'ruby_',

end: 6,

zeroPad: 4

})

});

Please see the animation examples for further details.

Parameters:

nametypeoptionaldescription
keystringNoThe key for the texture containing the animation frames.
configPhaser.Types.Animations.GenerateFrameNamesYesThe configuration object for the animation frame names.

Returns: Array.<Phaser.Types.Animations.AnimationFrame> - The array of {@link Phaser.Types.Animations.AnimationFrame} objects.

Source: src/animations/AnimationManager.js#L589
Since: 3.0.0


generateFrameNumbers

<instance> generateFrameNumbers(key, [config])

Description:

Generate an array of Phaser.Types.Animations.AnimationFrame objects from a texture key and configuration object.

Generates objects with numbered frame names, as configured by the given Phaser.Types.Animations.GenerateFrameNumbers.

If you're working with a texture atlas, see the generateFrameNames method instead.

It's a helper method, designed to make it easier for you to extract frames from sprite sheets.

Example:

If you have a sprite sheet loaded called explosion and it contains 12 frames, then you can call this method using:

this.anims.generateFrameNumbers('explosion', { start: 0, end: 11 }).

The end value of 11 tells it to stop after the 12th frame has been added, because it started at zero.

To create an animation using this method, you can do:


this.anims.create({

key: 'boom',

frames: this.anims.generateFrameNumbers('explosion', {

start: 0,

end: 11

})

});

Note that start is optional and you don't need to include it if the animation starts from frame 0.

To specify an animation in reverse, swap the start and end values.

If the frames are not sequential, you may pass an array of frame numbers instead, for example:

this.anims.generateFrameNumbers('explosion', { frames: [ 0, 1, 2, 1, 2, 3, 4, 0, 1, 2 ] })

Please see the animation examples and GenerateFrameNumbers config docs for further details.

Parameters:

nametypeoptionaldescription
keystringNoThe key for the texture containing the animation frames.
configPhaser.Types.Animations.GenerateFrameNumbersYesThe configuration object for the animation frames.

Returns: Array.<Phaser.Types.Animations.AnimationFrame> - The array of {@link Phaser.Types.Animations.AnimationFrame} objects.

Source: src/animations/AnimationManager.js#L689
Since: 3.0.0


get

<instance> get(key)

Description:

Get an Animation.

Parameters:

nametypeoptionaldescription
keystringNoThe key of the Animation to retrieve.

Returns: Phaser.Animations.Animation - The Animation.

Source: src/animations/AnimationManager.js#L793
Since: 3.0.0


getAnimsFromTexture

<instance> getAnimsFromTexture(key)

Description:

Returns an array of all Animation keys that are using the given

Texture. Only Animations that have at least one AnimationFrame

entry using this texture will be included in the result.

Parameters:

nametypeoptionaldescription
keystring | Phaser.Textures.TexturePhaser.Textures.FrameNo

Returns: Array.<string> - An array of Animation keys that feature the given Texture.

Source: src/animations/AnimationManager.js#L808
Since: 3.60.0


getMix

<instance> getMix(animA, animB)

Description:

Returns the mix delay between two animations.

If no mix has been set-up, this method will return zero.

If you wish to create, or update, a new mix, call the addMix method.

If you wish to remove a mix, call the removeMix method.

Parameters:

nametypeoptionaldescription
animAstring | Phaser.Animations.AnimationNoThe string-based key, or instance of, Animation A.
animBstring | Phaser.Animations.AnimationNoThe string-based key, or instance of, Animation B.

Returns: number - The mix duration, or zero if no mix exists.

Source: src/animations/AnimationManager.js#L241
Since: 3.50.0


pauseAll

<instance> pauseAll()

Description:

Pause all animations.

Returns: Phaser.Animations.AnimationManager - This Animation Manager.

Fires: Phaser.Animations.Events#event:PAUSE_ALL

Source: src/animations/AnimationManager.js#L848
Since: 3.0.0


play

<instance> play(key, children)

Description:

Play an animation on the given Game Objects that have an Animation Component.

Parameters:

nametypeoptionaldescription
keystring | Phaser.Animations.AnimationPhaser.Types.Animations.PlayAnimationConfigNo
childrenPhaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects to play the animation on. They must have an Animation Component.

Returns: Phaser.Animations.AnimationManager - This Animation Manager.

Source: src/animations/AnimationManager.js#L869
Since: 3.0.0


remove

<instance> remove(key)

Description:

Removes an Animation from this Animation Manager, based on the given key.

This is a global action. Once an Animation has been removed, no Game Objects

can carry on using it.

Parameters:

nametypeoptionaldescription
keystringNoThe key of the animation to remove.

Returns: Phaser.Animations.Animation - The Animation instance that was removed from the Animation Manager.

Fires: Phaser.Animations.Events#event:REMOVE_ANIMATION

Source: src/animations/AnimationManager.js#L961
Since: 3.0.0


removeMix

<instance> removeMix(animA, [animB])

Description:

Removes a mix between two animations.

Mixing allows you to specify a unique delay between a pairing of animations.

Calling this method lets you remove those pairings. You can either remove

it between animA and animB, or if you do not provide the animB parameter,

it will remove all animA mixes.

If you wish to update an existing mix instead, call the addMix method with the

new delay.

Parameters:

nametypeoptionaldescription
animAstring | Phaser.Animations.AnimationNoThe string-based key, or instance of, Animation A.
animBstring | Phaser.Animations.AnimationYesThe string-based key, or instance of, Animation B. If not given, all mixes for Animation A will be removed.

Returns: Phaser.Animations.AnimationManager - This Animation Manager.

Source: src/animations/AnimationManager.js#L191
Since: 3.50.0


resumeAll

<instance> resumeAll()

Description:

Resume all paused animations.

Returns: Phaser.Animations.AnimationManager - This Animation Manager.

Fires: Phaser.Animations.Events#event:RESUME_ALL

Source: src/animations/AnimationManager.js#L991
Since: 3.0.0


staggerPlay

<instance> staggerPlay(key, children, stagger, [staggerFirst])

Description:

Takes an array of Game Objects that have an Animation Component and then

starts the given animation playing on them. The start time of each Game Object

is offset, incrementally, by the stagger amount.

For example, if you pass an array with 4 children and a stagger time of 1000,

the delays will be:

child 1: 1000ms delay

child 2: 2000ms delay

child 3: 3000ms delay

child 4: 4000ms delay

If you set the staggerFirst parameter to false they would be:

child 1: 0ms delay

child 2: 1000ms delay

child 3: 2000ms delay

child 4: 3000ms delay

You can also set stagger to be a negative value. If it was -1000, the above would be:

child 1: 3000ms delay

child 2: 2000ms delay

child 3: 1000ms delay

child 4: 0ms delay

Tags:

  • generic

Parameters:

nametypeoptionaldefaultdescription
keystring | Phaser.Animations.AnimationPhaser.Types.Animations.PlayAnimationConfigNo
childrenPhaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject>NoAn array of Game Objects to play the animation on. They must have an Animation Component.
staggernumberNoThe amount of time, in milliseconds, to offset each play time by. If a negative value is given, it's applied to the children in reverse order.
staggerFirstbooleanYestrueShould the first child be staggered as well?

Returns: Phaser.Animations.AnimationManager - This Animation Manager.

Source: src/animations/AnimationManager.js#L895
Since: 3.0.0


toJSON

<instance> toJSON([key])

Description:

Returns the Animation data as JavaScript object based on the given key.

Or, if not key is defined, it will return the data of all animations as array of objects.

Parameters:

nametypeoptionaldescription
keystringYesThe animation to get the JSONAnimation data from. If not provided, all animations are returned as an array.

Returns: Phaser.Types.Animations.JSONAnimations - The resulting JSONAnimations formatted object.

Source: src/animations/AnimationManager.js#L1012
Since: 3.0.0