The Animation Stop Event.
This event is dispatched by a Sprite when an animation is stopped on it. An animation
will only be stopeed if a method such as Sprite.stop
or Sprite.anims.stopAfterDelay
is called. It can also be emitted if a new animation is started before the current one completes.
Listen for it on the Sprite using sprite.on('animationstop', listener)
The animation event flow is as follows:
ANIMATION_START
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 ANIMATION_COMPLETE
.
If the animation is restarted while it is already playing, ANIMATION_RESTART
is emitted.
name | type | description |
---|---|---|
animation | Phaser.Animations.Animation |
A reference to the Animation that has stopped. |
frame | Phaser.Animations.AnimationFrame |
The current Animation Frame of the Animation. |
gameObject | Phaser.GameObjects.Sprite |
A reference to the Game Object on which the animation stopped. |
frameKey | string |
The unique key of the Animation Frame within the Animation. |