ozdy Posted August 21, 2018 Share Posted August 21, 2018 Hello, I'm defining a looped animation of several frames. My game logic requires that I pause the animation and do some logic based on whatever frame I'm on. If not paused, this.animations.currentFrame.name gives me the right frame aka CustomAnimation000X, however, if the animation is paused, it always gives me CustomAnimation0000, even if the frame drawn is CustomAnimation0008 for example. Any one can help me be able to pause an animation and get the frame I'm on? I pause/resume with this.animations.currentAnim.paused = true/false Link to comment Share on other sites More sharing options...
ozdy Posted August 21, 2018 Author Share Posted August 21, 2018 Sorted! While this.animations.currentFrame.name works on non-paused and fails on paused, this.animations.currentAnim.currentFrame.name works everytime dude78 1 Link to comment Share on other sites More sharing options...
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