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Docs update phaserjs#2265
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README.md

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@@ -276,7 +276,7 @@ If you are an exceptional JavaScript developer and would like to join the Phaser
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### Updates
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* TypeScript definitions fixes and updates (thanks @zimpy @iamfreee @milkey-mouse @juanmirod @danzel @staff0rd)
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* Docs typo fixes (thanks @zeterain @staff0rd @milkey-mouse @dick-clark @nlotz @s4wny @jonjanisch @Alaxe)
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* Docs typo fixes (thanks @zeterain @staff0rd @milkey-mouse @dick-clark @nlotz @s4wny @jonjanisch @Alaxe @cdelstad)
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* Emitter methods `at`, `explode`, `flow`, `kill`, `revive`, `setAlpha`, `setRotation`, `setScale`, `setSize`, `setXSpeed`, `setYSpeed` and `start` now return the Emitter instance for better method chaining (thanks @samme #2308)
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* Tilemap.hasTile will now return `false` if the Tile doesn't exist in the coordinates given (which can happen if the coordinates are out of bounds) (thanks @cy-ryo-fujiwara #2304)
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* Update FrameData to check if both the numeric index was set and exists. Should fix Phaser Tiled integration as a result (thanks @Weedshaker #2298)

src/animation/Animation.js

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* @param {number[]|string[]} frames - An array of numbers or strings indicating which frames to play in which order.
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* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
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* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
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* @param {boolean} loop - Should this animation loop when it reaches the end or play through once.
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*/
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Phaser.Animation = function (game, parent, name, frameData, frames, frameRate, loop) {
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