/** * @author Richard Davey * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Animation Component provides a `play` method, which is a proxy to the `AnimationManager.play` method. * * @class */ Phaser.Component.Animation = function () {}; Phaser.Component.Animation.prototype = { /** * Plays an Animation. * * The animation should have previously been created via `animations.add`. * * If the animation is already playing calling this again won't do anything. * If you need to reset an already running animation do so directly on the Animation object itself or via `AnimationManager.stop`. * * @method * @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'. * @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. * @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used. * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed. * @return {Phaser.Animation} A reference to playing Animation. */ play: function (name, frameRate, loop, killOnComplete) { if (this.animations) { return this.animations.play(name, frameRate, loop, killOnComplete); } } };