@@ -1701,6 +1701,99 @@ var AnimationState = new Class({
17011701 return anim ;
17021702 } ,
17031703
1704+ /**
1705+ * Generate an array of {@link Phaser.Types.Animations.AnimationFrame} objects from a texture key and configuration object.
1706+ *
1707+ * Generates objects with string based frame names, as configured by the given {@link Phaser.Types.Animations.GenerateFrameNames}.
1708+ *
1709+ * It's a helper method, designed to make it easier for you to extract all of the frame names from texture atlases.
1710+ * If you're working with a sprite sheet, see the `generateFrameNumbers` method instead.
1711+ *
1712+ * Example:
1713+ *
1714+ * If you have a texture atlases loaded called `gems` and it contains 6 frames called `ruby_0001`, `ruby_0002`, and so on,
1715+ * then you can call this method using: `this.anims.generateFrameNames('gems', { prefix: 'ruby_', end: 6, zeroPad: 4 })`.
1716+ *
1717+ * The `end` value tells it to look for 6 frames, incrementally numbered, all starting with the prefix `ruby_`. The `zeroPad`
1718+ * value tells it how many zeroes pad out the numbers. To create an animation using this method, you can do:
1719+ *
1720+ * ```javascript
1721+ * this.anims.create({
1722+ * key: 'ruby',
1723+ * repeat: -1,
1724+ * frames: this.anims.generateFrameNames('gems', {
1725+ * prefix: 'ruby_',
1726+ * end: 6,
1727+ * zeroPad: 4
1728+ * })
1729+ * });
1730+ * ```
1731+ *
1732+ * Please see the animation examples for further details.
1733+ *
1734+ * @method Phaser.Animations.AnimationState#generateFrameNames
1735+ * @since 3.50.0
1736+ *
1737+ * @param {string } key - The key for the texture containing the animation frames.
1738+ * @param {Phaser.Types.Animations.GenerateFrameNames } [config] - The configuration object for the animation frame names.
1739+ *
1740+ * @return {Phaser.Types.Animations.AnimationFrame[] } The array of {@link Phaser.Types.Animations.AnimationFrame} objects.
1741+ */
1742+ generateFrameNames : function ( key , config )
1743+ {
1744+ return this . animationManager . generateFrameNames ( key , config ) ;
1745+ } ,
1746+
1747+ /**
1748+ * Generate an array of {@link Phaser.Types.Animations.AnimationFrame} objects from a texture key and configuration object.
1749+ *
1750+ * Generates objects with numbered frame names, as configured by the given {@link Phaser.Types.Animations.GenerateFrameNumbers}.
1751+ *
1752+ * If you're working with a texture atlas, see the `generateFrameNames` method instead.
1753+ *
1754+ * It's a helper method, designed to make it easier for you to extract frames from sprite sheets.
1755+ * If you're working with a texture atlas, see the `generateFrameNames` method instead.
1756+ *
1757+ * Example:
1758+ *
1759+ * If you have a sprite sheet loaded called `explosion` and it contains 12 frames, then you can call this method using:
1760+ * `this.anims.generateFrameNumbers('explosion', { start: 0, end: 12 })`.
1761+ *
1762+ * The `end` value tells it to stop after 12 frames. To create an animation using this method, you can do:
1763+ *
1764+ * ```javascript
1765+ * this.anims.create({
1766+ * key: 'boom',
1767+ * frames: this.anims.generateFrameNames('explosion', {
1768+ * start: 0,
1769+ * end: 12
1770+ * })
1771+ * });
1772+ * ```
1773+ *
1774+ * Note that `start` is optional and you don't need to include it if the animation starts from frame 0.
1775+ *
1776+ * To specify an animation in reverse, swap the `start` and `end` values.
1777+ *
1778+ * If the frames are not sequential, you may pass an array of frame numbers instead, for example:
1779+ *
1780+ * `this.anims.generateFrameNumbers('explosion', { frames: [ 0, 1, 2, 1, 2, 3, 4, 0, 1, 2 ] })`
1781+ *
1782+ * Please see the animation examples and `GenerateFrameNumbers` config docs for further details.
1783+ *
1784+ * @method Phaser.Animations.AnimationState#generateFrameNumbers
1785+ * @since 3.50.0
1786+ *
1787+ * @param {string } key - The key for the texture containing the animation frames.
1788+ * @param {Phaser.Types.Animations.GenerateFrameNumbers } config - The configuration object for the animation frames.
1789+ *
1790+ * @return {Phaser.Types.Animations.AnimationFrame[] } The array of {@link Phaser.Types.Animations.AnimationFrame} objects.
1791+ */
1792+ generateFrameNumbers : function ( key , config )
1793+ {
1794+ return this . animationManager . generateFrameNumbers ( key , config ) ;
1795+ } ,
1796+
17041797 /**
17051798 * Removes a locally created Animation from this Sprite, based on the given key.
17061799 *
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