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Why does Phaser.Sprite.play have its own framerate?


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Why does Phaser.Sprite.play take in a framerate as a variable, separate from the game's actual framerate? 

I am trying to load a spritesheet of a walking animation, and it run as I hold an arrow key, but I'm confused why the playing of the animation would require a framerate to be set, separate from how fast the game itself is running? Wouldn't this result in strange differences when viewing the animation, if the engine happens to run below a certain framerate?

To load a walking sprite animation, should I be using the `.play` method? Should I instead be ticking the frames myself in the game loop?

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