@@ -136,8 +136,12 @@ var Sprite = new Class({
136136 /**
137137 * Start playing the given animation on this Sprite.
138138 *
139- * Animations in Phaser belong to the global Animation Manager. This means multiple Sprites can all play the same
140- * animation. The following code shows how to create a global repeating animation. The animation will be created
139+ * Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.
140+ *
141+ * The benefit of a global animation is that multiple Sprites can all play the same animation, without
142+ * having to duplicate the data. You can just create it once and then play it on any Sprite.
143+ *
144+ * The following code shows how to create a global repeating animation. The animation will be created
141145 * from all of the frames within the sprite sheet that was loaded with the key 'muybridge':
142146 *
143147 * ```javascript
@@ -148,10 +152,15 @@ var Sprite = new Class({
148152 * repeat: -1
149153 * };
150154 *
155+ * // This code should be run from within a Scene:
151156 * this.anims.create(config);
152157 * ```
153158 *
154- * With the animation created, you can now play it on this Sprite:
159+ * However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone,
160+ * you can call the `Animation.create` method instead. It accepts the exact same parameters as when
161+ * creating a global animation, however the resulting data is kept locally in this Sprite.
162+ *
163+ * With the animation created, either globally or locally, you can now play it on this Sprite:
155164 *
156165 * ```javascript
157166 * this.add.sprite(x, y).play('run');
@@ -164,6 +173,13 @@ var Sprite = new Class({
164173 * this.add.sprite(x, y).play({ key: 'run', frameRate: 24 });
165174 * ```
166175 *
176+ * When playing an animation on a Sprite it will first check to see if it can find a matching key
177+ * locally within the Sprite. If it can, it will play the local animation. If not, it will then
178+ * search the global Animation Manager and look for it there.
179+ *
180+ * If you need a Sprite to be able to play both local and global animations, make sure they don't
181+ * have conflicting keys.
182+ *
167183 * See the documentation for the `PlayAnimationConfig` config object for more details about this.
168184 *
169185 * Also, see the documentation in the Animation Manager for further details on creating animations.
@@ -185,10 +201,14 @@ var Sprite = new Class({
185201 } ,
186202
187203 /**
188- * Start playing the given animation on this Sprite in reverse.
204+ * Start playing the given animation on this Sprite, in reverse.
205+ *
206+ * Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.
207+ *
208+ * The benefit of a global animation is that multiple Sprites can all play the same animation, without
209+ * having to duplicate the data. You can just create it once and then play it on any Sprite.
189210 *
190- * Animations in Phaser belong to the global Animation Manager. This means multiple Sprites can all play the same
191- * animation. The following code shows how to create a global repeating animation. The animation will be created
211+ * The following code shows how to create a global repeating animation. The animation will be created
192212 * from all of the frames within the sprite sheet that was loaded with the key 'muybridge':
193213 *
194214 * ```javascript
@@ -199,10 +219,15 @@ var Sprite = new Class({
199219 * repeat: -1
200220 * };
201221 *
222+ * // This code should be run from within a Scene:
202223 * this.anims.create(config);
203224 * ```
204225 *
205- * With the animation created, you can now play it on this Sprite:
226+ * However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone,
227+ * you can call the `Animation.create` method instead. It accepts the exact same parameters as when
228+ * creating a global animation, however the resulting data is kept locally in this Sprite.
229+ *
230+ * With the animation created, either globally or locally, you can now play it on this Sprite:
206231 *
207232 * ```javascript
208233 * this.add.sprite(x, y).playReverse('run');
@@ -215,6 +240,13 @@ var Sprite = new Class({
215240 * this.add.sprite(x, y).playReverse({ key: 'run', frameRate: 24 });
216241 * ```
217242 *
243+ * When playing an animation on a Sprite it will first check to see if it can find a matching key
244+ * locally within the Sprite. If it can, it will play the local animation. If not, it will then
245+ * search the global Animation Manager and look for it there.
246+ *
247+ * If you need a Sprite to be able to play both local and global animations, make sure they don't
248+ * have conflicting keys.
249+ *
218250 * See the documentation for the `PlayAnimationConfig` config object for more details about this.
219251 *
220252 * Also, see the documentation in the Animation Manager for further details on creating animations.
@@ -245,6 +277,10 @@ var Sprite = new Class({
245277 *
246278 * If no animation is currently running, the given one begins after the delay.
247279 *
280+ * When playing an animation on a Sprite it will first check to see if it can find a matching key
281+ * locally within the Sprite. If it can, it will play the local animation. If not, it will then
282+ * search the global Animation Manager and look for it there.
283+ *
248284 * Prior to Phaser 3.50 this method was called 'delayedPlay'.
249285 *
250286 * @method Phaser.GameObjects.Components.Animation#playAfterDelay
@@ -264,13 +300,18 @@ var Sprite = new Class({
264300 } ,
265301
266302 /**
267- * Waits for the current animation to complete one 'repeat' cycle, then starts playback of the given animation.
303+ * Waits for the current animation to complete the `repeatCount` number of repeat cycles, then starts playback
304+ * of the given animation.
268305 *
269- * You can use this to ensure there are no harsh ' jumps' between two sets of animations, i.e. going from an
270- * idle animation to a walking animation.
306+ * You can use this to ensure there are no harsh jumps between two sets of animations, i.e. going from an
307+ * idle animation to a walking animation, by making them blend smoothly into each other .
271308 *
272309 * If no animation is currently running, the given one will start immediately.
273310 *
311+ * When playing an animation on a Sprite it will first check to see if it can find a matching key
312+ * locally within the Sprite. If it can, it will play the local animation. If not, it will then
313+ * search the global Animation Manager and look for it there.
314+ *
274315 * @method Phaser.GameObjects.Components.Animation#playAfterRepeat
275316 * @fires Phaser.Animations.Events#ANIMATION_START
276317 * @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
@@ -295,12 +336,18 @@ var Sprite = new Class({
295336 *
296337 * An animation set to repeat forever will never enter a completed state.
297338 *
298- * You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its `animationcomplete` event).
339+ * You can chain a new animation at any point, including before the current one starts playing, during it,
340+ * or when it ends (via its `animationcomplete` event).
299341 *
300- * Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the global animation they're playing.
342+ * Chained animations are specific to a Game Object, meaning different Game Objects can have different chained
343+ * animations without impacting the animation they're playing.
301344 *
302345 * Call this method with no arguments to reset all currently chained animations.
303346 *
347+ * When playing an animation on a Sprite it will first check to see if it can find a matching key
348+ * locally within the Sprite. If it can, it will play the local animation. If not, it will then
349+ * search the global Animation Manager and look for it there.
350+ *
304351 * @method Phaser.GameObjects.Sprite#chain
305352 * @since 3.50.0
306353 *
@@ -359,7 +406,7 @@ var Sprite = new Class({
359406 } ,
360407
361408 /**
362- * Stops the current animation from playing when it next repeats.
409+ * Stops the current animation from playing after the given number of repeats.
363410 *
364411 * It then dispatches the `ANIMATION_STOP` series of events.
365412 *
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