   ok completeFired, "Complete event fired"
 
 test "should advance to next state after last frame", ->
-  animation = GameObject
-    data: animationData
-    includedModules: ["Animated"]
-
   animation.I.activeAnimation.frames.length.times ->
     animation.update()
 
   equals animation.I.activeAnimation.name, animation.I.activeAnimation.complete, "After the bite cycle we should end up in the next state specified by the animation"
 
 test "should loop on looping animation states", ->
-  animation = GameObject
-    data: animationData
-    includedModules: ["Animated"]
-
   animation.transition("Idle1", true)
 
   30.times -> animation.update()


test "should fire frame specific event on the proper frame", ->
  whiteParticlesFired = blueParticlesFired = greenParticlesFired = chompSoundFired = false

  animation = GameObject
    data: animationData
    includedModules: ["Animated"]

  animation.bind "whiteParticles", ->
    whiteParticlesFired = true

  animation.update()
  animation.update()

  equal animation.I.currentFrameIndex, 4 + 1
  ok blueParticlesFired, "Blue particle effect fired"
  ok greenParticlesFired, "Green particle effect fired"
