@@ -191,8 +191,6 @@ var Sprite = new Class({
191191 *
192192 * @method Phaser.GameObjects.Sprite#play
193193 * @fires Phaser.Animations.Events#ANIMATION_START
194- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
195- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
196194 * @since 3.0.0
197195 *
198196 * @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig) } key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
@@ -258,8 +256,6 @@ var Sprite = new Class({
258256 *
259257 * @method Phaser.GameObjects.Sprite#playReverse
260258 * @fires Phaser.Animations.Events#ANIMATION_START
261- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
262- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
263259 * @since 3.50.0
264260 *
265261 * @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig) } key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
@@ -290,8 +286,6 @@ var Sprite = new Class({
290286 *
291287 * @method Phaser.GameObjects.Components.Animation#playAfterDelay
292288 * @fires Phaser.Animations.Events#ANIMATION_START
293- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
294- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
295289 * @since 3.50.0
296290 *
297291 * @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig) } key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
@@ -319,8 +313,6 @@ var Sprite = new Class({
319313 *
320314 * @method Phaser.GameObjects.Components.Animation#playAfterRepeat
321315 * @fires Phaser.Animations.Events#ANIMATION_START
322- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
323- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
324316 * @since 3.50.0
325317 *
326318 * @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig) } key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
@@ -374,8 +366,6 @@ var Sprite = new Class({
374366 *
375367 * @method Phaser.GameObjects.Sprite#stop
376368 * @fires Phaser.Animations.Events#ANIMATION_STOP
377- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
378- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
379369 * @since 3.50.0
380370 *
381371 * @return {this } This Game Object.
@@ -388,7 +378,7 @@ var Sprite = new Class({
388378 /**
389379 * Stops the current animation from playing after the specified time delay, given in milliseconds.
390380 *
391- * It then dispatches the `ANIMATION_STOP` series of events .
381+ * It then dispatches the `ANIMATION_STOP` event .
392382 *
393383 * If no animation is running, no events will be dispatched.
394384 *
@@ -397,8 +387,6 @@ var Sprite = new Class({
397387 *
398388 * @method Phaser.GameObjects.Sprite#stopAfterDelay
399389 * @fires Phaser.Animations.Events#ANIMATION_STOP
400- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
401- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
402390 * @since 3.50.0
403391 *
404392 * @param {integer } delay - The number of milliseconds to wait before stopping this animation.
@@ -413,7 +401,7 @@ var Sprite = new Class({
413401 /**
414402 * Stops the current animation from playing after the given number of repeats.
415403 *
416- * It then dispatches the `ANIMATION_STOP` series of events .
404+ * It then dispatches the `ANIMATION_STOP` event .
417405 *
418406 * If no animation is running, no events will be dispatched.
419407 *
@@ -422,8 +410,6 @@ var Sprite = new Class({
422410 *
423411 * @method Phaser.GameObjects.Sprite#stopAfterRepeat
424412 * @fires Phaser.Animations.Events#ANIMATION_STOP
425- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
426- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
427413 * @since 3.50.0
428414 *
429415 * @param {integer } [repeatCount=1] - How many times should the animation repeat before stopping?
@@ -439,7 +425,7 @@ var Sprite = new Class({
439425 * Stops the current animation from playing when it next sets the given frame.
440426 * If this frame doesn't exist within the animation it will not stop it from playing.
441427 *
442- * It then dispatches the `ANIMATION_STOP` series of events .
428+ * It then dispatches the `ANIMATION_STOP` event .
443429 *
444430 * If no animation is running, no events will be dispatched.
445431 *
@@ -448,8 +434,6 @@ var Sprite = new Class({
448434 *
449435 * @method Phaser.GameObjects.Sprite#stopOnFrame
450436 * @fires Phaser.Animations.Events#ANIMATION_STOP
451- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
452- * @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
453437 * @since 3.50.0
454438 *
455439 * @param {Phaser.Animations.AnimationFrame } frame - The frame to check before stopping this animation.
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