text: /**
  * @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);
          }
  
      }
  
  };
  