Stop the current animation. The pending queue is preserved so run()
can restart it: a looping sequence re-queues its current animation as
it plays, but a non-looping one has already shifted it out, so put it
back at the head of the queue for the restart.
Returns void
isAnimating
isAnimating(): boolean
Is the sprite currently animating ?
Returns boolean
boolean
setEndOfQueueListener
setEndOfQueueListener(listener): void
Set the End of queue listener that will be called when current queue is empty
Distance between each frame (horizontally)