   equals animation.I.currentFrameIndex, 1, "After an update the currentFrameIndex has advanced"
 
 test "should reset frame position after completing animation state", ->
-  animation = GameObject
-    data: animationData
-    includedModules: ["Animated"]
-
   animation.I.activeAnimation.frames.length.times ->
     animation.update()
 
   equals animation.I.currentFrameIndex, 0, "Frame position should be 0 after reaching the end of an animation state"
 
 test "should be on correct frame after transition is called", ->
-  animation = GameObject
-    data: animationData
-    includedModules: ["Animated"]
-
   # Bite cannot be interrupted. Must force transition
   animation.transition("Idle1", true)
 

  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()

  equals animation.I.currentFrameIndex, 0, "Should be on the first frame of Idle2"

test "should be able to force transition to new state", ->
  animation.update()

  animation.transition("Idle2", true)
