Merge pull request #3539 from pixelpicosean/fix_animation_complete_event

Fix animationcomplete event name typo
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Richard Davey 2018-04-11 01:16:33 +01:00 committed by GitHub
commit f084178929
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@ -8,7 +8,7 @@ var Class = require('../../utils/Class');
/** /**
* This event is dispatched when an animation starts playing. * This event is dispatched when an animation starts playing.
* *
* @event Phaser.GameObjects.Components.Animation#onStartEvent * @event Phaser.GameObjects.Components.Animation#onStartEvent
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation. * @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame. * @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
@ -16,7 +16,7 @@ var Class = require('../../utils/Class');
/** /**
* This event is dispatched when an animation repeats. * This event is dispatched when an animation repeats.
* *
* @event Phaser.GameObjects.Components.Animation#onRepeatEvent * @event Phaser.GameObjects.Components.Animation#onRepeatEvent
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation. * @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame. * @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
@ -26,7 +26,7 @@ var Class = require('../../utils/Class');
/** /**
* This event is dispatched when an animation updates. This happens when the animation frame changes, * This event is dispatched when an animation updates. This happens when the animation frame changes,
* based on the animation frame rate and other factors like timeScale and delay. * based on the animation frame rate and other factors like timeScale and delay.
* *
* @event Phaser.GameObjects.Components.Animation#onUpdateEvent * @event Phaser.GameObjects.Components.Animation#onUpdateEvent
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation. * @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame. * @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
@ -34,7 +34,7 @@ var Class = require('../../utils/Class');
/** /**
* This event is dispatched when an animation completes playing, either naturally or via Animation.stop. * This event is dispatched when an animation completes playing, either naturally or via Animation.stop.
* *
* @event Phaser.GameObjects.Components.Animation#onCompleteEvent * @event Phaser.GameObjects.Components.Animation#onCompleteEvent
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation. * @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame. * @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
@ -281,7 +281,7 @@ var Animation = new Class({
/** /**
* Internal property tracking if this Animation is waiting to stop. * Internal property tracking if this Animation is waiting to stop.
* *
* 0 = No * 0 = No
* 1 = Waiting for ms to pass * 1 = Waiting for ms to pass
* 2 = Waiting for repeat * 2 = Waiting for repeat
@ -625,7 +625,7 @@ var Animation = new Class({
/** /**
* Gets the amount of delay between repeats, if any. * Gets the amount of delay between repeats, if any.
* *
* @method Phaser.GameObjects.Components.Animation#getRepeatDelay * @method Phaser.GameObjects.Components.Animation#getRepeatDelay
* @since 3.4.0 * @since 3.4.0
* *
@ -700,7 +700,7 @@ var Animation = new Class({
var gameObject = this.parent; var gameObject = this.parent;
gameObject.emit('animtioncomplete', this.currentAnim, this.currentFrame); gameObject.emit('animationcomplete', this.currentAnim, this.currentFrame);
return gameObject; return gameObject;
}, },
@ -830,7 +830,7 @@ var Animation = new Class({
return this.currentAnim.completeAnimation(this); return this.currentAnim.completeAnimation(this);
} }
} }
if (this.accumulator >= this.nextTick) if (this.accumulator >= this.nextTick)
{ {
this.currentAnim.setFrame(this); this.currentAnim.setFrame(this);