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1.0.3 release - fixed Text and Bitmap Fonts, Animation documentation and more examples
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+150
-36
@@ -1,43 +1,126 @@
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/**
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* Animation
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*
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* An Animation instance contains a single animation and the controls to play it.
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* It is created by the AnimationManager and belongs to Game Objects such as Sprite.
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*
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* @package Phaser.Animation
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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*
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* @param parent {Sprite} Owner sprite of this animation.
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* @param frameData {FrameData} The FrameData object contains animation data.
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* @param name {string} Unique name of this animation.
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* @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order.
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* @param delay {number} Time between frames in ms.
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* @param looped {bool} Whether or not the animation is looped or just plays once.
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @module Phaser.Animation
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*/
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Phaser.Animation = function (game, parent, frameData, name, frames, delay, looped) {
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/**
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* An Animation instance contains a single animation and the controls to play it.
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* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
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*
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* @class Animation
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* @constructor
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* @param {Phaser.Game} game A reference to the currently running game.
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* @param {Phaser.Sprite} parent A reference to the owner of this Animation.
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* @param {String} name The unique name for this animation, used in playback commands.
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* @param {Phaser.Animation.FrameData} frameData The FrameData object that contains all frames used by this Animation.
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* @param {Mixed} frames An array of numbers or strings indicating which frames to play in which order.
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* @param {Number} delay The time between each frame of the animation, given in ms.
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* @param {Boolean} looped Should this animation loop or play through once.
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*/
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Phaser.Animation = function (game, parent, name, frameData, frames, delay, looped) {
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/**
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* A reference to the currently running Game.
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* @property game
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* @public
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* @type {Phaser.Game}
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*/
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this.game = game;
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/**
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* A reference to the parent Sprite that owns this Animation.
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* @property _parent
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* @private
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* @type {Phaser.Sprite}
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*/
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this._parent = parent;
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/**
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* The FrameData the Animation uses.
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* @property _frameData
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* @private
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* @type {Phaser.FrameData}
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*/
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this._frameData = frameData;
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/**
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* The user defined name given to this Animation.
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* @property name
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* @public
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* @type {String}
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*/
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this.name = name;
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/**
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* @property _frames
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* @private
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* @type {Object}
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*/
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this._frames = frames;
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this._frameData = frameData;
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this.name = name;
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/**
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* The delay in ms between each frame of the Animation.
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* @property delay
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* @public
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* @type {Number}
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*/
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this.delay = 1000 / delay;
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/**
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* The loop state of the Animation.
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* @property looped
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* @public
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* @type {Boolean}
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*/
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this.looped = looped;
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/**
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* The finished state of the Animation. Set to true once playback completes, false during playback.
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* @property isFinished
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* @public
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* @type {Boolean}
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* default true
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*/
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this.isFinished = false;
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/**
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* The playing state of the Animation. Set to false once playback completes, true during playback.
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* @property isPlaying
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* @public
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* @type {Boolean}
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* default false
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*/
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this.isPlaying = false;
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/**
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* @property _frameIndex
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* @private
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* @type {Number}
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* default 0
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*/
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this._frameIndex = 0;
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/**
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* The currently displayed frame of the Animation.
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* @property currentFrame
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* @public
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* @type {Phaser.Animation.Frame}
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*/
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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};
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Phaser.Animation.prototype = {
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/**
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* Play this animation.
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* @param frameRate {number} FrameRate you want to specify instead of using default.
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* @param loop {bool} Whether or not the animation is looped or just plays once.
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/**
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* Plays this animation.
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*
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* @method play
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* @param {Number} [frameRate=null] The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
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* @param {Boolean} [loop=null] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @return {Phaser.Animation} A reference to this Animation instance.
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*/
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play: function (frameRate, loop) {
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@@ -65,14 +148,20 @@ Phaser.Animation.prototype = {
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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this._parent.events.onAnimationStart.dispatch(this._parent, this);
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if (this._parent.events)
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{
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this._parent.events.onAnimationStart.dispatch(this._parent, this);
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}
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return this;
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},
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/**
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* Play this animation from the first frame.
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/**
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* Sets this animation back to the first frame and restarts the animation.
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*
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* @method restart
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*/
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restart: function () {
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@@ -88,12 +177,15 @@ Phaser.Animation.prototype = {
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},
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/**
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* Stop playing animation and set it finished.
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/**
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* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
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*
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* @method stop
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* @param {Boolean} [resetFrame=false] If true after the animation stops the currentFrame value will be set to the first frame in this animation.
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*/
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stop: function (resetFrame) {
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if (typeof resetFrame == 'undefined') { resetFrame = false; }
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if (typeof resetFrame === 'undefined') { resetFrame = false; }
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this.isPlaying = false;
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this.isFinished = true;
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@@ -105,8 +197,10 @@ Phaser.Animation.prototype = {
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},
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/**
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* Update animation frames.
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/**
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* Updates this animation. Called automatically by the AnimationManager.
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*
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* @method update
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*/
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update: function () {
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@@ -144,8 +238,10 @@ Phaser.Animation.prototype = {
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},
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/**
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* Clean up animation memory.
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/**
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* Cleans up this animation ready for deletion. Nulls all values and references.
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*
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* @method destroy
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*/
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destroy: function () {
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@@ -158,14 +254,20 @@ Phaser.Animation.prototype = {
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},
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/**
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* Animation complete callback method.
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/**
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* Called internally when the animation finishes playback. Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent.
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*
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* @method onComplete
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*/
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onComplete: function () {
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this.isPlaying = false;
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this.isFinished = true;
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this._parent.events.onAnimationComplete.dispatch(this._parent, this);
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if (this._parent.events)
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{
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this._parent.events.onAnimationComplete.dispatch(this._parent, this);
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}
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}
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@@ -173,6 +275,10 @@ Phaser.Animation.prototype = {
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Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
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/**
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* @method frameTotal
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* @return {Number} The total number of frames in this animation.
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*/
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get: function () {
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return this._frames.length;
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}
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@@ -181,6 +287,10 @@ Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
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Object.defineProperty(Phaser.Animation.prototype, "frame", {
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/**
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* @method frame
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* @return {Animation.Frame} Returns the current frame, or if not set the index of the most recent frame.
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*/
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get: function () {
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if (this.currentFrame !== null)
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@@ -194,6 +304,10 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", {
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},
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/**
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* @method frame
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* @return {Number} Sets the current frame to the given frame index and updates the texture cache.
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*/
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set: function (value) {
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this.currentFrame = this._frameData.getFrame(value);
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