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Animation no longer extends the EventEmitter
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1 changed files with 9 additions and 12 deletions
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@ -6,7 +6,6 @@
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var Clamp = require('../math/Clamp');
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var Class = require('../utils/Class');
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var EventEmitter = require('eventemitter3');
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var Events = require('./events');
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var FindClosestInSorted = require('../utils/array/FindClosestInSorted');
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var Frame = require('./AnimationFrame');
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@ -17,15 +16,19 @@ var SortByDigits = require('../utils/array/SortByDigits');
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* @classdesc
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* A Frame based Animation.
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*
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* This consists of a key, some default values (like the frame rate) and a bunch of Frame objects.
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* Animations in Phaser consist of a sequence of `AnimationFrame` objects, which are managed by
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* this class, along with properties that impact playback, such as the animations frame rate
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* or delay.
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*
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* The Animation Manager creates these. Game Objects don't own an instance of these directly.
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* Game Objects have the Animation Component, which are like playheads to global Animations (these objects)
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* So multiple Game Objects can have playheads all pointing to this one Animation instance.
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* This class contains all of the properties and methods needed to handle playback of the animation
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* directly to an `AnimationState` instance, which is owned by a Sprite, or similar Game Object.
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*
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* You don't typically create an instance of this class directly, but instead go via
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* either the `AnimationManager` or the `AnimationState` and use their `create` methods,
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* depending on if you need a global animation, or local to a specific Sprite.
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*
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* @class Animation
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* @memberof Phaser.Animations
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* @extends Phaser.Events.EventEmitter
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* @constructor
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* @since 3.0.0
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*
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@ -35,14 +38,10 @@ var SortByDigits = require('../utils/array/SortByDigits');
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*/
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var Animation = new Class({
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Extends: EventEmitter,
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initialize:
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function Animation (manager, key, config)
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{
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EventEmitter.call(this);
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/**
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* A reference to the global Animation Manager.
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*
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@ -886,8 +885,6 @@ var Animation = new Class({
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*/
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destroy: function ()
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{
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this.removeAllListeners();
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if (this.manager.off)
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{
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this.manager.off(Events.PAUSE_ALL, this.pause, this);
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