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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Animation Repeat Event. * * This event is dispatched by a Sprite when an animation repeats playing on it. * This happens if the animation was created, or played, with a `repeat` value specified. * * An animation will repeat when it reaches the end of its sequence. * * Listen for it on the Sprite using `sprite.on('animationrepeat', listener)` * * The animation event flow is as follows: * * 1. `ANIMATION_START` * 2. `ANIMATION_UPDATE` (repeated for however many frames the animation has) * 3. `ANIMATION_REPEAT` (only if the animation is set to repeat, it then emits more update events after this) * 4. `ANIMATION_COMPLETE` (only if there is a finite, or zero, repeat count) * 5. `ANIMATION_COMPLETE_KEY` (only if there is a finite, or zero, repeat count) * * If the animation is stopped directly, the `ANIMATION_STOP` event is dispatched instead of `ANIMATION_COMPLETE`. * * If the animation is restarted while it is already playing, `ANIMATION_RESTART` is emitted. * * @event Phaser.Animations.Events#ANIMATION_REPEAT * @type {string} * @since 3.50.0 * * @param {Phaser.Animations.Animation} animation - A reference to the Animation that has repeated. * @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame of the Animation. * @param {Phaser.GameObjects.Sprite} gameObject - A reference to the Game Object on which the animation repeated. * @param {string} frameKey - The unique key of the Animation Frame within the Animation. */ module.exports = 'animationrepeat';