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getAnimation and RAF callback ID checks added
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@@ -39,7 +39,9 @@ Change Log
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Version 1.1.3 - in build
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*
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* New: Sprite.animations.getAnimation will return an animation instance which was added by name.
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* Updated: RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
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Version 1.1.2 - November 1st 2013
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@@ -261,6 +261,27 @@ Phaser.AnimationManager.prototype = {
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},
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/**
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* Returns an animation that was previously added by name.
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*
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* @method Phaser.AnimationManager#getAnimation
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* @param {string} name - The name of the animation to be returned, e.g. "fire".
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* @return {Phaser.Animation|boolean} The Animation instance, if found, otherwise false.
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*/
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getAnimation: function (name) {
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if (typeof name == 'string')
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{
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if (this._anims[name])
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{
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return this._anims[name];
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}
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}
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return false;
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},
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/**
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* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
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*
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@@ -50,6 +50,13 @@ Phaser.RequestAnimationFrame = function(game) {
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*/
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this._onLoop = null;
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/**
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* The callback ID used when calling cancel
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* @property _timeOutID
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* @private
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*/
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this._timeOutID = null;
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};
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Phaser.RequestAnimationFrame.prototype = {
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@@ -83,7 +90,7 @@ Phaser.RequestAnimationFrame.prototype = {
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return _this.updateRAF(time);
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};
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window.requestAnimationFrame(this._onLoop);
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this._timeOutID = window.requestAnimationFrame(this._onLoop);
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}
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},
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@@ -97,7 +104,7 @@ Phaser.RequestAnimationFrame.prototype = {
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this.game.update(time);
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window.requestAnimationFrame(this._onLoop);
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this._timeOutID = window.requestAnimationFrame(this._onLoop);
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},
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@@ -125,7 +132,7 @@ Phaser.RequestAnimationFrame.prototype = {
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}
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else
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{
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window.cancelAnimationFrame;
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window.cancelAnimationFrame(this._timeOutID);
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}
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this.isRunning = false;
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