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
name | type | arguments | Default | description |
---|---|---|---|---|
key | string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig |
The string-based key of the animation to play, or an Animation instance, or a |
||
children | Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject> |
An array of Game Objects to play the animation on. They must have an Animation Component. |
||
stagger | number |
The 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. |
||
staggerFirst | boolean | <optional> | true |
Should the first child be staggered as well? |
This Animation Manager.