@@ -14,6 +14,8 @@ var Class = require('../../utils/Class');
1414 *
1515 * You can also listen for a specific animation by appending a hyphen and its key to the event name. For example,
1616 * if you have an animation called `explode`, you can listen for `sprite.on('animationstart-explode', listener)`.
17+ *
18+ * You can also listen for the `start` event from the Animation itself: `animation.on('start', listener)`.
1719 *
1820 * @event Phaser.GameObjects.Components.Animation#onStartEvent
1921 * @param {Phaser.Animations.Animation } animation - Reference to the currently playing animation.
@@ -28,6 +30,8 @@ var Class = require('../../utils/Class');
2830 *
2931 * You can also listen for a specific animation by appending a hyphen and its key to the event name. For example,
3032 * if you have an animation called `explode`, you can listen for `sprite.on('animationrestart-explode', listener)`.
33+ *
34+ * You can also listen for the `restart` event from the Animation itself: `animation.on('restart', listener)`.
3135 *
3236 * @event Phaser.GameObjects.Components.Animation#onRestartEvent
3337 * @param {Phaser.Animations.Animation } animation - Reference to the currently playing animation.
@@ -42,6 +46,8 @@ var Class = require('../../utils/Class');
4246 *
4347 * You can also listen for a specific animation by appending a hyphen and its key to the event name. For example,
4448 * if you have an animation called `explode`, you can listen for `sprite.on('animationrepeat-explode', listener)`.
49+ *
50+ * You can also listen for the `repeat` event from the Animation itself: `animation.on('repeat', listener)`.
4551 *
4652 * @event Phaser.GameObjects.Components.Animation#onRepeatEvent
4753 * @param {Phaser.Animations.Animation } animation - Reference to the currently playing animation.
@@ -72,6 +78,8 @@ var Class = require('../../utils/Class');
7278 *
7379 * You can also listen for a specific animation by appending a hyphen and its key to the event name. For example,
7480 * if you have an animation called `explode`, you can listen for `sprite.on('animationcomplete-explode', listener)`.
81+ *
82+ * You can also listen for the `complete` event from the Animation itself: `animation.on('complete', listener)`.
7583 *
7684 * @event Phaser.GameObjects.Components.Animation#onCompleteEvent
7785 * @param {Phaser.Animations.Animation } animation - Reference to the currently playing animation.
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