@@ -516,7 +516,9 @@ var Animation = new Class({
516516 * Animations are stored in the global Animation Manager and are referenced by a unique string-based key.
517517 *
518518 * @method Phaser.GameObjects.Components.Animation#play
519- * @fires Phaser.GameObjects.Components.Animation#onStartEvent
519+ * @fires Phaser.Animations.Events#ANIMATION_START
520+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
521+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
520522 * @since 3.0.0
521523 *
522524 * @param {(string|Phaser.Animations.Animation) } key - The string-based key of the animation to play, as defined previously in the Animation Manager. Or an Animation instance.
@@ -555,7 +557,9 @@ var Animation = new Class({
555557 * Plays an Animation (in reverse mode) on the Game Object that owns this Animation Component.
556558 *
557559 * @method Phaser.GameObjects.Components.Animation#playReverse
558- * @fires Phaser.GameObjects.Components.Animation#onStartEvent
560+ * @fires Phaser.Animations.Events#ANIMATION_START
561+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
562+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
559563 * @since 3.12.0
560564 *
561565 * @param {(string|Phaser.Animations.Animation) } key - The string-based key of the animation to play, as defined previously in the Animation Manager. Or an Animation instance.
@@ -844,7 +848,9 @@ var Animation = new Class({
844848 * If there is another animation queued (via the `chain` method) then it will start playing immediately.
845849 *
846850 * @method Phaser.GameObjects.Components.Animation#stop
847- * @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
851+ * @fires Phaser.Animations.Events#ANIMATION_COMPLETE
852+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
853+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_COMPLETE
848854 * @since 3.0.0
849855 *
850856 * @return {Phaser.GameObjects.GameObject } The Game Object that owns this Animation Component.
@@ -884,7 +890,9 @@ var Animation = new Class({
884890 * Stops the current animation from playing after the specified time delay, given in milliseconds.
885891 *
886892 * @method Phaser.GameObjects.Components.Animation#stopAfterDelay
887- * @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
893+ * @fires Phaser.Animations.Events#ANIMATION_COMPLETE
894+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
895+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_COMPLETE
888896 * @since 3.4.0
889897 *
890898 * @param {integer } delay - The number of milliseconds to wait before stopping this animation.
@@ -903,7 +911,9 @@ var Animation = new Class({
903911 * Stops the current animation from playing when it next repeats.
904912 *
905913 * @method Phaser.GameObjects.Components.Animation#stopOnRepeat
906- * @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
914+ * @fires Phaser.Animations.Events#ANIMATION_COMPLETE
915+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
916+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_COMPLETE
907917 * @since 3.4.0
908918 *
909919 * @return {Phaser.GameObjects.GameObject } The Game Object that owns this Animation Component.
@@ -920,7 +930,9 @@ var Animation = new Class({
920930 * If this frame doesn't exist within the animation it will not stop it from playing.
921931 *
922932 * @method Phaser.GameObjects.Components.Animation#stopOnFrame
923- * @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
933+ * @fires Phaser.Animations.Events#ANIMATION_COMPLETE
934+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
935+ * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_COMPLETE
924936 * @since 3.4.0
925937 *
926938 * @param {Phaser.Animations.AnimationFrame } frame - The frame to check before stopping this animation.
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