AnimationState

Phaser.Animations.AnimationState

The Animation State Component.

This component provides features to apply animations to Game Objects. It is responsible for loading, queuing animations for later playback, mixing between animations and setting the current animation frame to the Game Object that owns this component.

This component lives as an instance within any Game Object that has it defined, such as Sprites.

You can access its properties and methods via the anims property, i.e. Sprite.anims.

As well as playing animations stored in the global Animation Manager, this component can also create animations that are stored locally within it. See the create method for more details.

Prior to Phaser 3.50 this component was called just Animation and lived in the Phaser.GameObjects.Components namespace. It was renamed to AnimationState in 3.50 to help better identify its true purpose when browsing the documentation.

Constructor

new AnimationState(parent)

Parameters

name

type

optional

description

parent

Phaser.GameObjects.GameObject

No

The Game Object to which this animation component belongs.


Scope: static

Source: src/animations/AnimationState.js#L14
Since: 3.0.0

Public Members

accumulator

accumulator: number

Description:

Internal time overflow accumulator.

This has the delta time added to it as part of the update step.

Source: src/animations/AnimationState.js#L376
Since: 3.0.0


animationManager

animationManager: Phaser.Animations.AnimationManager

Description:

A reference to the global Animation Manager.

Source: src/animations/AnimationState.js#L59
Since: 3.0.0


anims

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

Description:

The Animations stored locally in this Animation component.

Do not modify the contents of this Map directly, instead use the add, create and remove methods of this class instead.

Access: protected

Source: src/animations/AnimationState.js#L80
Since: 3.50.0


currentAnim

currentAnim: Phaser.Animations.Animation

Description:

The current Animation loaded into this Animation component.

Will by null if no animation is yet loaded.

Source: src/animations/AnimationState.js#L113
Since: 3.0.0


currentFrame

currentFrame: Phaser.Animations.AnimationFrame

Description:

The current AnimationFrame being displayed by this Animation component.

Will by null if no animation is yet loaded.

Source: src/animations/AnimationState.js#L125
Since: 3.0.0


delay

delay: number

Description:

The delay before starting playback of the current animation, in milliseconds.

This value is set when a new animation is loaded into this component and should be treated as read-only, as changing it once playback has started will not alter the animation. To change the delay, provide a new value in the PlayAnimationConfig object.

Prior to Phaser 3.50 this property was private and called _delay.

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


delayCounter

delayCounter: number

Description:

A counter keeping track of how much delay time, in milliseconds, is left before playback begins.

This is set via the playAfterDelay method, although it can be modified at run-time if required, as long as the animation has not already started playing.

Source: src/animations/AnimationState.js#L400
Since: 3.50.0


duration

duration: number

Description:

The duration of the current animation, in milliseconds.

This value is set when a new animation is loaded into this component and should be treated as read-only, as changing it once playback has started will not alter the animation. To change the duration, provide a new value in the PlayAnimationConfig object.

Source: src/animations/AnimationState.js#L193
Since: 3.0.0


forward

forward: boolean

Description:

Is the playhead moving forwards (true) or in reverse (false) ?

Source: src/animations/AnimationState.js#L352
Since: 3.0.0


frameRate

frameRate: number

Description:

The frame rate of playback, of the current animation, in frames per second.

This value is set when a new animation is loaded into this component and should be treated as read-only, as changing it once playback has started will not alter the animation. To change the frame rate, provide a new value in the PlayAnimationConfig object.

Source: src/animations/AnimationState.js#L179
Since: 3.0.0


hasStarted

hasStarted: boolean

Description:

Has the current animation started playing, or is it waiting for a delay to expire?

Source: src/animations/AnimationState.js#L103
Since: 3.50.0


hideOnComplete

hideOnComplete: boolean

Description:

Should the GameObject's visible property be set to false when the animation completes?

This value is set when a new animation is loaded into this component, but can also be modified at run-time, assuming the animation is still actively playing.

Source: src/animations/AnimationState.js#L340
Since: 3.50.0


inReverse

inReverse: boolean

Description:

An internal trigger that tells the component if it should plays the animation in reverse mode ('true') or not ('false'). This is used because forward can be changed by the yoyo feature.

Prior to Phaser 3.50 this property was private and called _reverse.

Source: src/animations/AnimationState.js#L362
Since: 3.50.0


isPaused

isPaused: boolean

Description:

true if the current animation is paused, otherwise false.

Source: src/animations/AnimationState.js#L1988
Since: 3.4.0


isPlaying

isPlaying: boolean

Description:

Is an animation currently playing or not?

Source: src/animations/AnimationState.js#L93
Since: 3.0.0


msPerFrame

msPerFrame: number

Description:

The number of milliseconds per frame, not including frame specific modifiers that may be present in the Animation data.

This value is calculated when a new animation is loaded into this component and should be treated as read-only. Changing it will not alter playback speed.

Source: src/animations/AnimationState.js#L207
Since: 3.0.0


nextAnim

nextAnim: string, Phaser.Animations.Animation, Phaser.Types.Animations.PlayAnimationConfig

Description:

The key, instance, or config of the next Animation to be loaded into this Animation component when the current animation completes.

Will by null if no animation has been queued.

Source: src/animations/AnimationState.js#L137
Since: 3.16.0


nextAnimsQueue

nextAnimsQueue: array

Description:

A queue of Animations to be loaded into this Animation component when the current animation completes.

Populate this queue via the chain method.

Source: src/animations/AnimationState.js#L150
Since: 3.24.0


nextTick

nextTick: number

Description:

The time point at which the next animation frame will change.

This value is compared against the accumulator as part of the update step.

Source: src/animations/AnimationState.js#L388
Since: 3.0.0


parent

parent: Phaser.GameObjects.GameObject

Description:

The Game Object to which this animation component belongs.

You can typically access this component from the Game Object via the this.anims property.

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


pendingRepeat

pendingRepeat: boolean

Description:

An internal flag keeping track of pending repeats.

Source: src/animations/AnimationState.js#L426
Since: 3.0.0


randomFrame

randomFrame: boolean

Description:

Start playback of this animation from a random frame?

Source: src/animations/AnimationState.js#L231
Since: 3.60.0


repeat

repeat: number

Description:

The number of times to repeat playback of the current animation.

If -1, it means the animation will repeat forever.

This value is set when a new animation is loaded into this component and should be treated as read-only, as changing it once playback has started will not alter the animation. To change the number of repeats, provide a new value in the PlayAnimationConfig object.

Prior to Phaser 3.50 this property was private and called _repeat.

Source: src/animations/AnimationState.js#L257
Since: 3.50.0


repeatCounter

repeatCounter: number

Description:

A counter that keeps track of how many repeats are left to run.

This value is set when a new animation is loaded into this component, but can also be modified at run-time.

Source: src/animations/AnimationState.js#L413
Since: 3.0.0


repeatDelay

repeatDelay: number

Description:

The number of milliseconds to wait before starting the repeat playback of the current animation.

This value is set when a new animation is loaded into this component, but can also be modified at run-time.

You can change the repeat delay by providing a new value in the PlayAnimationConfig object.

Prior to Phaser 3.50 this property was private and called _repeatDelay.

Source: src/animations/AnimationState.js#L275
Since: 3.0.0


showBeforeDelay

showBeforeDelay: boolean

Description:

If the animation has a delay set, before playback will begin, this controls when the first frame is set on the Sprite. If this property is 'false' then the frame is set only after the delay has expired. This is the default behavior.

If this property is 'true' then the first frame of this animation is set immediately, and then when the delay expires, playback starts.

Source: src/animations/AnimationState.js#L311
Since: 3.60.0


showOnStart

showOnStart: boolean

Description:

Should the GameObject's visible property be set to true when the animation starts to play?

This will happen after any delay that may have been set.

This value is set when a new animation is loaded into this component, but can also be modified at run-time, assuming the animation is currently delayed.

Source: src/animations/AnimationState.js#L326
Since: 3.50.0


skipMissedFrames

skipMissedFrames: boolean

Description:

Skip frames if the time lags, or always advanced anyway?

Source: src/animations/AnimationState.js#L221
Since: 3.0.0


textureManager

textureManager: Phaser.Textures.TextureManager

Description:

A reference to the Texture Manager.

Access: protected

Source: src/animations/AnimationState.js#L70
Since: 3.50.0


timeScale

timeScale: number

Description:

The Time Scale factor.

You can adjust this value to modify the passage of time for the animation that is currently playing. For example, setting it to 2 will make the animation play twice as fast. Or setting it to 0.5 will slow the animation down.

You can change this value at run-time, or set it via the PlayAnimationConfig.

Prior to Phaser 3.50 this property was private and called _timeScale.

Source: src/animations/AnimationState.js#L161
Since: 3.50.0


yoyo

yoyo: boolean

Description:

Should the current animation yoyo? An animation that yoyos will play in reverse, from the end to the start, before then repeating or completing. An animation that does not yoyo will just play from the start to the end.

This value is set when a new animation is loaded into this component, but can also be modified at run-time.

You can change the yoyo by providing a new value in the PlayAnimationConfig object.

Prior to Phaser 3.50 this property was private and called _yoyo.

Source: src/animations/AnimationState.js#L292
Since: 3.50.0


Private Members

_paused

_paused: boolean

Description:

Is the Animation paused?

Access: private

Source: src/animations/AnimationState.js#L436
Since: 3.0.0


_pendingStop

_pendingStop: number

Description:

Internal property tracking if this Animation is waiting to stop.

0 = No 1 = Waiting for ms to pass 2 = Waiting for repeat 3 = Waiting for specific frame

Access: private

Source: src/animations/AnimationState.js#L458
Since: 3.4.0


_pendingStopValue

_pendingStopValue: any

Description:

Internal property used by _pendingStop.

Access: private

Source: src/animations/AnimationState.js#L473
Since: 3.4.0


_wasPlaying

_wasPlaying: boolean

Description:

Was the animation previously playing before being paused?

Access: private

Source: src/animations/AnimationState.js#L447
Since: 3.0.0


Public Methods

chain

<instance> chain([key])

Description:

Sets an animation, or an array of animations, to be played in the future, after the current one completes or stops.

The current animation must enter a 'completed' state for this to happen, i.e. finish all of its repeats, delays, etc, or have one of the stop methods called.

An animation set to repeat forever will never enter a completed state unless stopped.

You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its animationcomplete event).

Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the global animation they're playing.

Call this method with no arguments to reset all currently chained animations.

Parameters:

name

type

optional

description

key

string | Phaser.Animations.Animation

Phaser.Types.Animations.PlayAnimationConfig

Array.<string>

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Source: src/animations/AnimationState.js#L484
Since: 3.16.0


complete

<instance> complete()

Description:

The current animation has completed. This dispatches the ANIMATION_COMPLETE event.

This method is called by the Animation instance and should not usually be invoked directly.

If no animation is loaded, no events will be dispatched.

If another animation has been queued for playback, it will be started after the events fire.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_COMPLETE

Source: src/animations/AnimationState.js#L1309
Since: 3.50.0


create

<instance> create(config)

Description:

Creates a new Animation that is local specifically to this Sprite.

When a Sprite owns an animation, it is kept out of the global Animation Manager, which means you're free to use keys that may be already defined there. Unless you specifically need a Sprite to have a unique animation, you should favor using global animations instead, as they allow for the same animation to be used across multiple Sprites, saving on memory. However, if this Sprite is the only one to use this animation, it's sensible to create it here.

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

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

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

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

Parameters:

name

type

optional

description

config

Phaser.Types.Animations.Animation

No

The configuration settings for the Animation.

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

Source: src/animations/AnimationState.js#L1699
Since: 3.50.0


createFromAseprite

<instance> createFromAseprite(key, [tags])

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

  3. 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

  4. 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)

  5. 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.

  6. 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 on a Sprite with the 'atlas' key:

const sprite = this.add.sprite(400, 300);

sprite.anims.createFromAseprite('paladin');

Any animations defined in the JSON will now be available to use on this Sprite 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 on the Sprite using that Tag name:

const sprite = this.add.sprite(400, 300);

sprite.anims.createFromAseprite('paladin');

sprite.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:

sprite.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:

name

type

optional

description

key

string

No

The key of the loaded Aseprite atlas. It must have been loaded prior to calling this method.

tags

Array.<string>

Yes

An array of Tag names. If provided, only animations found in this array will be created.

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

Source: src/animations/AnimationState.js#L1753
Since: 3.60.0


destroy

<instance> destroy()

Description:

Destroy this Animation component.

Unregisters event listeners and cleans up its references.

Source: src/animations/AnimationState.js#L1962
Since: 3.0.0


exists

<instance> exists(key)

Description:

Checks to see if the given key is already used locally within the animations stored on this Sprite.

Parameters:

name

type

optional

description

key

string

No

The key of the Animation to check.

Returns: boolean - true if the Animation exists locally, or false if the key is available, or there are no local animations.

Source: src/animations/AnimationState.js#L1684
Since: 3.50.0


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_', end: 6, zeroPad: 4 }).

The end value tells it to look for 6 frames, 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:

name

type

optional

description

key

string

No

The key for the texture containing the animation frames.

config

Phaser.Types.Animations.GenerateFrameNames

Yes

The 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/AnimationState.js#L1840
Since: 3.50.0


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

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 tells it to stop after 12 frames. 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:

name

type

optional

description

key

string

No

The key for the texture containing the animation frames.

config

Phaser.Types.Animations.GenerateFrameNumbers

Yes

The configuration object for the animation frames.

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

Source: src/animations/AnimationState.js#L1883
Since: 3.50.0


get

<instance> get(key)

Description:

Get an Animation instance that has been created locally on this Sprite.

See the create method for more details.

Parameters:

name

type

optional

description

key

string

No

The key of the Animation to retrieve.

Returns: Phaser.Animations.Animation - The Animation, or null if the key is invalid.

Source: src/animations/AnimationState.js#L1667
Since: 3.50.0


getFrameName

<instance> getFrameName()

Description:

Returns the key of the animation frame currently displayed by this component.

Returns: string - The key of the Animation Frame currently displayed by this component, or an empty string if no animation has been loaded.

Source: src/animations/AnimationState.js#L554
Since: 3.50.0


getName

<instance> getName()

Description:

Returns the key of the animation currently loaded into this component.

Prior to Phaser 3.50 this method was called getCurrentKey.

Returns: string - The key of the Animation currently loaded into this component, or an empty string if none loaded.

Source: src/animations/AnimationState.js#L539
Since: 3.50.0


getProgress

<instance> getProgress()

Description:

Returns a value between 0 and 1 indicating how far this animation is through, ignoring repeats and yoyos.

The value is based on the current frame and how far that is in the animation, it is not based on the duration of the animation.

Returns: number - The progress of the current animation in frames, between 0 and 1.

Source: src/animations/AnimationState.js#L1150
Since: 3.4.0


getTotalFrames

<instance> getTotalFrames()

Description:

Returns the total number of frames in this animation, or returns zero if no animation has been loaded.

Returns: number - The total number of frames in the current animation, or zero if no animation has been loaded.

Source: src/animations/AnimationState.js#L1473
Since: 3.4.0


globalRemove

<instance> globalRemove([key], [animation])

Description:

Handle the removal of an animation from the Animation Manager.

Parameters:

name

type

optional

description

key

string

Yes

The key of the removed Animation.

animation

Phaser.Animations.Animation

Yes

The removed Animation.

Source: src/animations/AnimationState.js#L1232
Since: 3.50.0


load

<instance> load(key)

Description:

Internal method used to load an animation into this component.

Access: protected

Parameters:

name

type

optional

description

key

string | Phaser.Types.Animations.PlayAnimationConfig

No

The string-based key of the animation to play, or a PlayAnimationConfig object.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Source: src/animations/AnimationState.js#L567
Since: 3.0.0


nextFrame

<instance> nextFrame()

Description:

Advances the animation to the next frame, regardless of the time or animation state. If the animation is set to repeat, or yoyo, this will still take effect.

Calling this does not change the direction of the animation. I.e. if it was currently playing in reverse, calling this method doesn't then change the direction to forwards.

Returns: Phaser.GameObjects.GameObject - The Game Object this Animation Component belongs to.

Source: src/animations/AnimationState.js#L1623
Since: 3.16.0


pause

<instance> pause([atFrame])

Description:

Pause the current animation and set the isPlaying property to false. You can optionally pause it at a specific frame.

Parameters:

name

type

optional

description

atFrame

Phaser.Animations.AnimationFrame

Yes

An optional frame to set after pausing the animation.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Source: src/animations/AnimationState.js#L644
Since: 3.0.0


play

<instance> play(key, [ignoreIfPlaying])

Description:

Start playing the given animation on this Sprite.

Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.

The benefit of a global animation is that multiple Sprites can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any Sprite.

The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':

var config = {
    key: 'run',
    frames: 'muybridge',
    frameRate: 15,
    repeat: -1
};

//  This code should be run from within a Scene:
this.anims.create(config);

However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone, you can call the Animation.create method instead. It accepts the exact same parameters as when creating a global animation, however the resulting data is kept locally in this Sprite.

With the animation created, either globally or locally, you can now play it on this Sprite:

this.add.sprite(x, y).play('run');

Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config object instead:

this.add.sprite(x, y).play({ key: 'run', frameRate: 24 });

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

If you need a Sprite to be able to play both local and global animations, make sure they don't have conflicting keys.

See the documentation for the PlayAnimationConfig config object for more details about this.

Also, see the documentation in the Animation Manager for further details on creating animations.

Parameters:

name

type

optional

default

description

key

string | Phaser.Animations.Animation

Phaser.Types.Animations.PlayAnimationConfig

No

ignoreIfPlaying

boolean

Yes

false

If this animation is already playing then ignore this call.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_START

Source: src/animations/AnimationState.js#L799
Since: 3.0.0


playAfterDelay

<instance> playAfterDelay(key, delay)

Description:

Waits for the specified delay, in milliseconds, then starts playback of the given animation.

If the animation also has a delay value set in its config, it will be added to the delay given here.

If an animation is already running and a new animation is given to this method, it will wait for the given delay before starting the new animation.

If no animation is currently running, the given one begins after the delay.

Prior to Phaser 3.50 this method was called 'delayedPlay' and the parameters were in the reverse order.

Parameters:

name

type

optional

description

key

string | Phaser.Animations.Animation

Phaser.Types.Animations.PlayAnimationConfig

No

delay

number

No

The delay, in milliseconds, to wait before starting the animation playing.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_START

Source: src/animations/AnimationState.js#L699
Since: 3.50.0


playAfterRepeat

<instance> playAfterRepeat(key, [repeatCount])

Description:

Waits for the current animation to complete the repeatCount number of repeat cycles, then starts playback of the given animation.

You can use this to ensure there are no harsh jumps between two sets of animations, i.e. going from an idle animation to a walking animation, by making them blend smoothly into each other.

If no animation is currently running, the given one will start immediately.

Parameters:

name

type

optional

default

description

key

string | Phaser.Animations.Animation

Phaser.Types.Animations.PlayAnimationConfig

No

repeatCount

number

Yes

1

How many times should the animation repeat before the next one starts?

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_START

Source: src/animations/AnimationState.js#L748
Since: 3.50.0


playReverse

<instance> playReverse(key, [ignoreIfPlaying])

Description:

Start playing the given animation on this Sprite, in reverse.

Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.

The benefit of a global animation is that multiple Sprites can all play the same animation, without having to duplicate the data. You can just create it once and then play it on any Sprite.

The following code shows how to create a global repeating animation. The animation will be created from all of the frames within the sprite sheet that was loaded with the key 'muybridge':

var config = {
    key: 'run',
    frames: 'muybridge',
    frameRate: 15,
    repeat: -1
};

//  This code should be run from within a Scene:
this.anims.create(config);

However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone, you can call the Animation.create method instead. It accepts the exact same parameters as when creating a global animation, however the resulting data is kept locally in this Sprite.

With the animation created, either globally or locally, you can now play it on this Sprite:

this.add.sprite(x, y).playReverse('run');

Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config object instead:

this.add.sprite(x, y).playReverse({ key: 'run', frameRate: 24 });

When playing an animation on a Sprite it will first check to see if it can find a matching key locally within the Sprite. If it can, it will play the local animation. If not, it will then search the global Animation Manager and look for it there.

If you need a Sprite to be able to play both local and global animations, make sure they don't have conflicting keys.

See the documentation for the PlayAnimationConfig config object for more details about this.

Also, see the documentation in the Animation Manager for further details on creating animations.

Parameters:

name

type

optional

default

description

key

string | Phaser.Animations.Animation

Phaser.Types.Animations.PlayAnimationConfig

No

ignoreIfPlaying

boolean

Yes

false

If an animation is already playing then ignore this call.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_START

Source: src/animations/AnimationState.js#L894
Since: 3.12.0


previousFrame

<instance> previousFrame()

Description:

Advances the animation to the previous frame, regardless of the time or animation state. If the animation is set to repeat, or yoyo, this will still take effect.

Calling this does not change the direction of the animation. I.e. if it was currently playing in forwards, calling this method doesn't then change the direction to backwards.

Returns: Phaser.GameObjects.GameObject - The Game Object this Animation Component belongs to.

Source: src/animations/AnimationState.js#L1645
Since: 3.16.0


remove

<instance> remove(key)

Description:

Removes a locally created Animation from this Sprite, based on the given key.

Once an Animation has been removed, this Sprite cannot play it again without re-creating it.

Parameters:

name

type

optional

description

key

string

No

The key of the animation to remove.

Returns: Phaser.Animations.Animation - The Animation instance that was removed from this Sprite, if the key was valid.

Source: src/animations/AnimationState.js#L1933
Since: 3.50.0


restart

<instance> restart([includeDelay], [resetRepeats])

Description:

Restarts the current animation from its beginning.

You can optionally reset the delay and repeat counters as well.

Calling this will fire the ANIMATION_RESTART event immediately.

If you includeDelay then it will also fire the ANIMATION_START event once the delay has expired, otherwise, playback will just begin immediately.

Parameters:

name

type

optional

default

description

includeDelay

boolean

Yes

false

Whether to include the delay value of the animation when restarting.

resetRepeats

boolean

Yes

false

Whether to reset the repeat counter or not?

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_RESTART

Source: src/animations/AnimationState.js#L1253
Since: 3.0.0


resume

<instance> resume([fromFrame])

Description:

Resumes playback of a paused animation and sets the isPlaying property to true. You can optionally tell it to start playback from a specific frame.

Parameters:

name

type

optional

description

fromFrame

Phaser.Animations.AnimationFrame

Yes

An optional frame to set before restarting playback.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Source: src/animations/AnimationState.js#L672
Since: 3.0.0


reverse

<instance> reverse()

Description:

Reverse the Animation that is already playing on the Game Object.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Source: src/animations/AnimationState.js#L1130
Since: 3.12.0


setCurrentFrame

<instance> setCurrentFrame(animationFrame)

Description:

Sets the given Animation Frame as being the current frame and applies it to the parent Game Object, adjusting size and origin as needed.

Parameters:

name

type

optional

description

animationFrame

Phaser.Animations.AnimationFrame

No

The animation frame to change to.

Returns: Phaser.GameObjects.GameObject - The Game Object this Animation Component belongs to.

Fires: Phaser.Animations.Events#event:ANIMATION_UPDATE, Phaser.Animations.Events#event:ANIMATION_STOP

Source: src/animations/AnimationState.js#L1564
Since: 3.4.0


setProgress

<instance> setProgress([value])

Description:

Takes a value between 0 and 1 and uses it to set how far this animation is through playback.

Does not factor in repeats or yoyos, but does handle playing forwards or backwards.

The value is based on the current frame and how far that is in the animation, it is not based on the duration of the animation.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The progress value, between 0 and 1.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Source: src/animations/AnimationState.js#L1180
Since: 3.4.0


setRepeat

<instance> setRepeat(value)

Description:

Sets the number of times that the animation should repeat after its first play through. For example, if repeat is 1, the animation will play a total of twice: the initial play plus 1 repeat.

To repeat indefinitely, use -1. The value should always be an integer.

Calling this method only works if the animation is already running. Otherwise, any value specified here will be overwritten when the next animation loads in. To avoid this, use the repeat property of the PlayAnimationConfig object instead.

Parameters:

name

type

optional

description

value

number

No

The number of times that the animation should repeat.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Source: src/animations/AnimationState.js#L1207
Since: 3.4.0


startAnimation

<instance> startAnimation(key)

Description:

Load the animation based on the key and set-up all of the internal values needed for playback to start. If there is no delay, it will also fire the start events.

Parameters:

name

type

optional

description

key

string | Phaser.Types.Animations.PlayAnimationConfig

No

The string-based key of the animation to play, or a PlayAnimationConfig object.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_START

Source: src/animations/AnimationState.js#L975
Since: 3.50.0


stop

<instance> stop()

Description:

Immediately stops the current animation from playing and dispatches the ANIMATION_STOP event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the chain method) then it will start playing.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_STOP

Source: src/animations/AnimationState.js#L1347
Since: 3.0.0


stopAfterDelay

<instance> stopAfterDelay(delay)

Description:

Stops the current animation from playing after the specified time delay, given in milliseconds.

It then dispatches the ANIMATION_STOP event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the chain method) then it will start playing, when the current one stops.

Parameters:

name

type

optional

description

delay

number

No

The number of milliseconds to wait before stopping this animation.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_STOP

Source: src/animations/AnimationState.js#L1385
Since: 3.4.0


stopAfterRepeat

<instance> stopAfterRepeat([repeatCount])

Description:

Stops the current animation from playing when it next repeats.

It then dispatches the ANIMATION_STOP event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the chain method) then it will start playing, when the current one stops.

Prior to Phaser 3.50 this method was called stopOnRepeat and had no parameters.

Parameters:

name

type

optional

default

description

repeatCount

number

Yes

1

How many times should the animation repeat before stopping?

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_STOP

Source: src/animations/AnimationState.js#L1411
Since: 3.50.0


stopOnFrame

<instance> stopOnFrame(frame)

Description:

Stops the current animation from playing when it next sets the given frame. If this frame doesn't exist within the animation it will not stop it from playing.

It then dispatches the ANIMATION_STOP event.

If no animation is running, no events will be dispatched.

If there is another animation in the queue (set via the chain method) then it will start playing, when the current one stops.

Parameters:

name

type

optional

description

frame

Phaser.Animations.AnimationFrame

No

The frame to check before stopping this animation.

Returns: Phaser.GameObjects.GameObject - The Game Object that owns this Animation Component.

Fires: Phaser.Animations.Events#event:ANIMATION_STOP

Source: src/animations/AnimationState.js#L1446
Since: 3.4.0


update

<instance> update(time, delta)

Description:

The internal update loop for the AnimationState Component.

This is called automatically by the Sprite.preUpdate method.

Parameters:

name

type

optional

description

time

number

No

The current timestamp.

delta

number

No

The delta time, in ms, elapsed since the last frame.

Source: src/animations/AnimationState.js#L1487
Since: 3.0.0


Private Methods

emitEvents

<instance> emitEvents(event)

Description:

Fires the given animation event.

Access: private

Parameters:

name

type

optional

description

event

string

No

The Animation Event to dispatch.

Source: src/animations/AnimationState.js#L1100
Since: 3.50.0


handleComplete

<instance> handleComplete()

Description:

Handles the completion of an animation playback.

Access: private

Source: src/animations/AnimationState.js#L1079
Since: 3.50.0


handleRepeat

<instance> handleRepeat()

Description:

Handles the repeat of an animation.

Access: private

Source: src/animations/AnimationState.js#L1049
Since: 3.50.0


handleStart

<instance> handleStart()

Description:

Handles the start of an animation playback.

Access: private

Source: src/animations/AnimationState.js#L1028
Since: 3.50.0


handleStop

<instance> handleStop()

Description:

Handles the stop of an animation playback.

Access: private

Source: src/animations/AnimationState.js#L1063
Since: 3.50.0


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