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Hi,
I am trying to detect when an animation sequence is complete.
This doesn't work, for example, if I use it in my game loop:
console.log(mySprite.animating);
it will always log "true" even after the sequence has ended. (I am using mySprite.loop = false);
I read through the docs and code. Is there a prescribed way to detect when an animation sequence has completed? Such as a callback perhaps?
Thank you!
The text was updated successfully, but these errors were encountered:
Update:
onComplete and the animation boolean work if I use the play method for the animated sprite. e.g. mySprite.play();
mySprite.play();
but not when I use the playAnimation method. e.g. mySprite.playAnimation([0,7]);
mySprite.playAnimation([0,7]);
but the play method doesn't seem to respect settings such as "fps" or "loop" so I'm at a loss.
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Hi,
I am trying to detect when an animation sequence is complete.
This doesn't work, for example, if I use it in my game loop:
console.log(mySprite.animating);
it will always log "true" even after the sequence has ended. (I am using mySprite.loop = false);
I read through the docs and code. Is there a prescribed way to detect when an animation sequence has completed? Such as a callback perhaps?
Thank you!
The text was updated successfully, but these errors were encountered: