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Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck).
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@@ -13,7 +13,7 @@
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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 {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
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* @param {(Array.<number>|Array.<string>)} 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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@@ -106,7 +106,7 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
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this._frameSkip = 1;
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/**
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* @property {Phaser.Animation.Frame} currentFrame - The currently displayed frame of the Animation.
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* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
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*/
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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