The Animation Complete Dynamic Key Event.
This event is dispatched by a Sprite when an animation playing on it completes playback. This happens when the animation gets to the end of its sequence, factoring in any delays or repeats it may have to process.
An animation that is set to loop, or repeat forever, will never fire this event, because
it never actually completes. If you need to handle this, listen for the
event instead, as this is emitted when the animation is stopped directly.
The difference between this and the
ANIMATION_COMPLETE event is that this one has a
dynamic event name that contains the name of the animation within it. For example,
if you had an animation called
explode you could listen for the completion of that
specific animation by using:
sprite.on('animationcomplete-explode', listener). Or, if you
wish to use types:
sprite.on(Phaser.Animations.Events.ANIMATION_COMPLETE_KEY + 'explode', listener).
The animation event flow is as follows:
ANIMATION_UPDATE(repeated for however many frames the animation has)
ANIMATION_REPEAT(only if the animation is set to repeat, it then emits more update events after this)
ANIMATION_COMPLETE(only if there is a finite, or zero, repeat count)
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
If the animation is restarted while it is already playing,
ANIMATION_RESTART is emitted.
A reference to the Animation that completed.
The current Animation Frame of the Animation.
A reference to the Game Object on which the animation updated.
The unique key of the Animation Frame within the Animation.