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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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@@ -25,7 +25,7 @@ Phaser.AnimationManager = function (sprite) {
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this.game = sprite.game;
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/**
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* @property {Phaser.Animation.Frame} currentFrame - The currently displayed Frame of animation, if any.
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* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
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* @default
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*/
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this.currentFrame = null;
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@@ -37,7 +37,7 @@ Phaser.AnimationManager = function (sprite) {
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this.updateIfVisible = true;
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/**
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* @property {Phaser.Animation.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
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* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
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* @private
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* @default
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*/
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@@ -65,7 +65,7 @@ Phaser.AnimationManager.prototype = {
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*
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* @method Phaser.AnimationManager#loadFrameData
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* @private
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* @param {Phaser.Animation.FrameData} frameData - The FrameData set to load.
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* @param {Phaser.FrameData} frameData - The FrameData set to load.
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*/
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loadFrameData: function (frameData) {
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@@ -258,7 +258,7 @@ Phaser.AnimationManager.prototype = {
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/**
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* @name Phaser.AnimationManager#frameData
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* @property {Phaser.Animation.FrameData} frameData - The current animations FrameData.
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* @property {Phaser.FrameData} frameData - The current animations FrameData.
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* @readonly
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
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