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Preparing more documentation.
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+16
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@@ -2,7 +2,6 @@
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link 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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/**
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@@ -118,7 +117,7 @@ Phaser.Animation.prototype = {
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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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* @method Phaser.Animation#play
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* @memberof Phaser.Animation
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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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@@ -161,7 +160,7 @@ Phaser.Animation.prototype = {
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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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* @method Phaser.Animation#restart
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* @memberof Phaser.Animation
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*/
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restart: function () {
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@@ -181,7 +180,7 @@ Phaser.Animation.prototype = {
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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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* @method Phaser.Animation#stop
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* @memberof Phaser.Animation
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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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@@ -202,7 +201,7 @@ Phaser.Animation.prototype = {
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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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* @method Phaser.Animation#update
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* @memberof Phaser.Animation
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*/
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update: function () {
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@@ -269,7 +268,7 @@ Phaser.Animation.prototype = {
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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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* @method Phaser.Animation#destroy
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* @memberof Phaser.Animation
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*/
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destroy: function () {
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@@ -286,7 +285,7 @@ Phaser.Animation.prototype = {
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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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* @method Phaser.Animation#onComplete
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* @memberof Phaser.Animation
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*/
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onComplete: function () {
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@@ -304,17 +303,9 @@ Phaser.Animation.prototype = {
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};
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/**
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* Sets the paused state of the Animation.
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* @memberof Phaser.Animation
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* @param {boolean} value - Set to true to pause the animation or false to resume it if previous paused.
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*
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*//**
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*
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* Returns the paused state of the Animation.
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* @memberof Phaser.Animation
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* @returns {boolean}
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*
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*/
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* @name Phaser.Animation#paused
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* @property {boolean} paused - Gets and sets the paused state of this Animation.
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*/
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Object.defineProperty(Phaser.Animation.prototype, "paused", {
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get: function () {
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@@ -346,11 +337,9 @@ Object.defineProperty(Phaser.Animation.prototype, "paused", {
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});
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/**
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* Returns the total number of frames in this Animation.
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* @memberof Phaser.Animation
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* @return {number}
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*
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*/
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* @name Phaser.Animation#frameTotal
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* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
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*/
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Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
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get: function () {
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@@ -360,17 +349,9 @@ Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
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});
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/**
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* Sets the current frame to the given frame index and updates the texture cache.
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* @memberof Phaser.Animation
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* @param {number} value - The frame to display
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*
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*//**
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*
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* Returns the current frame, or if not set the index of the most recent frame.
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* @memberof Phaser.Animation
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* @returns {Animation.Frame}
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*
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*/
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* @name Phaser.Animation#frame
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* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
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*/
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Object.defineProperty(Phaser.Animation.prototype, "frame", {
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get: function () {
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@@ -405,8 +386,7 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", {
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* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
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* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
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*
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* @method generateFrameNames
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* @memberof Phaser.Animation
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* @method Phaser.Animation.generateFrameNames
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* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
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* @param {number} min - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the min is 1.
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* @param {number} max - The number to count up to. If your frames are named 'explosion_0001' to 'explosion_0034' the max is 34.
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