## Phaser.Component. Animation

#### new Animation()

  The Animation Component provides a `play` method, which is a proxy to the `AnimationManager.play` method.

  Source - gameobjects/components/Animation.js, line 12

### Methods

#### play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

  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`.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `name` | string |  |  | The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.
  `frameRate` | number | <optional> | 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.
  `loop` | boolean | <optional> | false | Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
  `killOnComplete` | boolean | <optional> | false | If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

  ##### Returns:

  Phaser.Animation -

  A reference to playing Animation.

  Source - gameobjects/components/Animation.js, line 31