Source: src/gameobjects/components/Animation.js

/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2016 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/

/**
* The Animation Component provides a `play` method, which is a proxy to the `AnimationManager.play` method.
*
* @class
*/
Phaser.Component.Animation = function () {};

Phaser.Component.Animation.prototype = {

    /**
    * Plays an Animation.
    *
    * The animation should have previously been created via `animations.add`.
    *
    * If the animation is already playing calling this again won't do anything.
    * If you need to reset an already running animation do so directly on the Animation object itself or via `AnimationManager.stop`.
    *
    * @method
    * @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.
    * @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
    * @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
    * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
    * @return {Phaser.Animation} A reference to playing Animation.
    */
    play: function (name, frameRate, loop, killOnComplete) {

        if (this.animations)
        {
            return this.animations.play(name, frameRate, loop, killOnComplete);
        }

    }

};