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https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
Merge pull request #3857 from khaleb85/master
Added reverse animation feature (issue: #3837)
This commit is contained in:
commit
50de14b132
2 changed files with 145 additions and 21 deletions
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@ -536,7 +536,14 @@ var Animation = new Class({
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component._yoyo = this.yoyo;
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}
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component.updateFrame(this.frames[startFrame]);
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var frame = this.frames[startFrame];
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if (startFrame === 0 && !component.forward)
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{
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frame = this.getLastFrame();
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}
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component.updateFrame(frame);
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},
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/**
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@ -578,17 +585,21 @@ var Animation = new Class({
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if (component._yoyo)
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{
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component.forward = false;
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component.updateFrame(frame.prevFrame);
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// Delay for the current frame
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this.getNextTick(component);
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this._updateAndGetNextTick(component, frame.prevFrame);
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}
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else if (component.repeatCounter > 0)
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{
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// Repeat (happens before complete)
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if (component._reverse && component.forward)
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{
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component.forward = false;
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}
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else
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{
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this.repeatAnimation(component);
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}
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}
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else
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{
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this.completeAnimation(component);
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@ -596,12 +607,23 @@ var Animation = new Class({
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}
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else
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{
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component.updateFrame(frame.nextFrame);
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this.getNextTick(component);
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this._updateAndGetNextTick(component, frame.nextFrame);
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}
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},
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/**
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* Returns the animation last frame.
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*
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* @method Phaser.Animations.Animation#getLastFrame
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* @since 3.12.0
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*
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* @return {Phaser.Animations.AnimationFrame} component - The Animation Last Frame.
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*/
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getLastFrame: function ()
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{
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return this.frames[this.frames.length - 1];
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},
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/**
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* [description]
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*
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@ -620,11 +642,25 @@ var Animation = new Class({
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{
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// We're at the start of the animation
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if (component.repeatCounter > 0)
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if (component._yoyo)
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{
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component.forward = true;
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this._updateAndGetNextTick(component, frame.nextFrame);
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}
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else if (component.repeatCounter > 0)
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{
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if (component._reverse && !component.forward)
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{
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component.currentFrame = this.getLastFrame();
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this._updateAndGetNextTick(component, component.currentFrame);
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}
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else
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{
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// Repeat (happens before complete)
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component.forward = true;
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this.repeatAnimation(component);
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}
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}
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else
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{
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this.completeAnimation(component);
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@ -632,12 +668,25 @@ var Animation = new Class({
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}
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else
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{
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component.updateFrame(frame.prevFrame);
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this.getNextTick(component);
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this._updateAndGetNextTick(component, frame.prevFrame);
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}
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},
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/**
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* Update Frame and Wait next tick
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*
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* @method Phaser.Animations.Animation#_updateAndGetNextTick
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* @since 3.12.0
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*
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* @param {Phaser.Animations.AnimationFrame} frame - An Animation frame
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*
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*/
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_updateAndGetNextTick: function (component, frame)
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{
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component.updateFrame(frame);
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this.getNextTick(component);
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},
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/**
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* [description]
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*
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@ -705,9 +754,7 @@ var Animation = new Class({
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{
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component.repeatCounter--;
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component.forward = true;
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component.updateFrame(component.currentFrame.nextFrame);
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component.updateFrame(component.currentFrame[(component.forward) ? 'nextFrame' : 'prevFrame']);
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if (component.isPlaying)
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{
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@ -208,7 +208,7 @@ var Animation = new Class({
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this._yoyo = false;
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/**
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* Will the playhead move forwards (`true`) or in reverse (`false`)
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* Will the playhead move forwards (`true`) or in reverse (`false`).
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*
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* @name Phaser.GameObjects.Components.Animation#forward
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* @type {boolean}
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@ -217,6 +217,17 @@ var Animation = new Class({
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*/
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this.forward = true;
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/**
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* An Internal trigger that's play the animation in reverse mode ('true') or not ('false'),
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* needed because forward can be changed by yoyo feature.
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*
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* @name Phaser.GameObjects.Components.Animation#forward
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* @type {boolean}
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* @default false
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* @since 3.12.0
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*/
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this._reverse = false;
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/**
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* Internal time overflow accumulator.
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*
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@ -496,6 +507,54 @@ var Animation = new Class({
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return this.parent;
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}
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this.forward = true;
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this._reverse = false;
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return this._startAnimation(key, startFrame);
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},
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/**
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* Plays an Animation (in reverse mode) on the Game Object that owns this Animation Component.
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*
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* @method Phaser.GameObjects.Components.Animation#playReverse
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* @fires Phaser.GameObjects.Components.Animation#onStartEvent
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* @since 3.12.0
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*
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* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
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* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
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* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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playReverse: function (key, ignoreIfPlaying, startFrame)
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{
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if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
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if (startFrame === undefined) { startFrame = 0; }
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if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
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{
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return this.parent;
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}
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this.forward = false;
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this._reverse = true;
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return this._startAnimation(key, startFrame);
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},
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/**
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* Load an Animation and fires 'onStartEvent' event,
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* extracted from 'play' method
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*
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* @method Phaser.GameObjects.Components.Animation#_startAnimation
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* @fires Phaser.GameObjects.Components.Animation#onStartEvent
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* @since 3.12.0
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*
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* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
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* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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_startAnimation: function (key, startFrame)
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{
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this.load(key, startFrame);
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var anim = this.currentAnim;
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@ -506,7 +565,6 @@ var Animation = new Class({
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anim.getFirstTick(this);
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this.forward = true;
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this.isPlaying = true;
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this.pendingRepeat = false;
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@ -520,6 +578,25 @@ var Animation = new Class({
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return gameObject;
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},
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/**
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* Reverse an Animation that is already playing on the Game Object.
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*
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* @method Phaser.GameObjects.Components.Animation#reverse
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* @since 3.12.0
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*
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* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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reverse: function (key)
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{
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if (!this.isPlaying || this.currentAnim.key !== key) { return this.parent; }
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this._reverse = !this._reverse;
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this.forward = !this.forward;
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return this.parent;
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},
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/**
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* Returns a value between 0 and 1 indicating how far this animation is through, ignoring repeats and yoyos.
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* If the animation has a non-zero repeat defined, `getProgress` and `getTotalProgress` will be different
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