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https://github.com/photonstorm/phaser
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35 lines
1.6 KiB
JavaScript
35 lines
1.6 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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/**
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* The Animation Restart Event.
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*
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* This event is dispatched by a Sprite when an animation restarts playing on it.
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* This only happens when the `Sprite.anims.restart` method is called.
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*
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* Listen for it on the Sprite using `sprite.on('animationrestart', listener)`
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*
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* The animation event flow is as follows:
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*
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* 1. `ANIMATION_START`
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* 2. `ANIMATION_UPDATE` (repeated for however many frames the animation has)
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* 3. `ANIMATION_REPEAT` (only if the animation is set to repeat, it then emits more update events after this)
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* 4. `ANIMATION_COMPLETE` (only if there is a finite, or zero, repeat count)
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* 5. `ANIMATION_COMPLETE_KEY` (only if there is a finite, or zero, repeat count)
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*
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* If the animation is stopped directly, the `ANIMATION_STOP` event is dispatched instead of `ANIMATION_COMPLETE`.
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*
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* If the animation is restarted while it is already playing, `ANIMATION_RESTART` is emitted.
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*
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* @event Phaser.Animations.Events#ANIMATION_RESTART
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* @since 3.50.0
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*
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* @param {Phaser.Animations.Animation} animation - A reference to the Animation that has restarted.
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* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame of the Animation.
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* @param {Phaser.GameObjects.Sprite} gameObject - A reference to the Game Object on which the animation restarted.
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* @param {string} frameKey - The unique key of the Animation Frame within the Animation.
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*/
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module.exports = 'animationrestart';
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