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Adds sprite animation chapters.
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.vscode/settings.json

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{
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"editor.fontSize": 18,
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"browser-preview.startUrl": "http://127.0.0.1:8000/",
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"browser-preview.format": "png",
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"workbench.preferredDarkColorTheme": "Default Light+",
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"workbench.colorTheme": "GitHub Light",
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"workbench.colorTheme": "Default Light Modern",
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"cSpell.words": [
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"tilemap",
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"toctree",
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"toolkits"
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],
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"restructuredtext.confPath": "${workspaceFolder}",
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"restructuredtext.linter.run": "onSave",
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"restructuredtext.languageServer.disabled": false,
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"editor.wordWrap": "bounded",
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"esbonio.sphinx.confDir": "${workspaceFolder}",
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"restructuredtext.pythonRecommendation.disabled": true,

CHANGELOG.MD

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# Change Log
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## v3.64.0
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* Adds sprite animation chapters.
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## v3.63.0 - Sep 30, 2023
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* Adds Spine chapter.

TODO.txt

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- Mention all the blocks here /scene-editor/blocks-view-integration.html
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- Spine blocks.
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- Animation blocks.
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- Aseprite blocks.

_header.rst

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.. |marketplace| replace:: Phaser Editor 2D Marketplace
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.. _marketplace: https://marketplace.phasereditor2d.com
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.. |Aseprite| replace:: Aseprite
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.. _Aseprite: /scene-editor/sprite-animations-aseprite.html

animations-editor/index.rst

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]
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);
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in the practice, you create all the animations once in the game, probably in the preloader scene. Then, you can play an animation on a sprite object passing the animation key to the `play(..) <https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.Sprite.html#play__anchor>`_ method:
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in the practice, you create all the animations once in the game, probably in the preloader scene. Then, you can play an animation on a sprite object passing the animation key to the `play() <https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.Sprite.html#play__anchor>`_ method:
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.. code::
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* Import the animations JSON file into an **Asset Pack** file with the |AssetPackEditor|_.
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* Play the animations in your code, with the `play(..)`_ method.
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* Play the animations in your code, with the `play()`_ method.
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