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Animation.looped has been renamed to Animation.loop. It's a boolean you can toggle at run-time to turn on/off animation looping.
A single Animation object now has 3 new events: onStart, onLoop and onComplete. Animation.loopCount holds the number of times the animation has looped since it last started. Animation.stop has a new parameter: dispatchComplete. If true it'll dispatch an Animation.onComplete event.
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@@ -42,9 +42,7 @@ function update() {
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// This creates a simple sine-wave effect running through our BitmapData.
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// This is then duplicated across all 100 sprites using it, meaning we only have to calculate it and upload it to the GPU once.
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function updateWobblyBall()
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{
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function updateWobblyBall() {
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var s = 0;
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var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 32 };
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@@ -76,4 +74,5 @@ function updateWobblyBall()
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{
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waveDataCounter = 0;
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}
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}
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