2015-03-01 07:00:17 +00:00
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/**
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* Animation Component Features.
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*
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* @class
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*/
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2015-02-17 05:15:04 +00:00
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Phaser.Component.Animation = function () {};
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Phaser.Component.Animation.prototype = {
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/**
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* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
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* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
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*
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2015-03-01 07:00:17 +00:00
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* @method
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2015-02-17 05:15:04 +00:00
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* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
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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=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
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* @return {Phaser.Animation} A reference to playing Animation instance.
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*/
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play: function (name, frameRate, loop, killOnComplete) {
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if (this.animations)
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{
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return this.animations.play(name, frameRate, loop, killOnComplete);
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}
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}
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};
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