Okay, I have found a way to do what you want. It isn't amazingly pretty but it seems to work.
Like I said above, step() increments by the simulation rate, which you can access via wade.c_timeStep
if we set the animation's speed to 1/wade.c_timeStep, then in theory, every time step is called the animation frame should be updated, hopefully giving you
the behavior you want. If you have any questions please reply to this thread :)
LightItem = function(){ this.onAddToScene = function() { wade.addEventListener(this.owner, 'onMouseDown'); }; // This semi colon was missing this.onMouseDown = function() // This is unchanged from your program { var sprite = this.owner.getSprite(0); var anim = sprite.getAnimation("Piece"); anim.step(); };};App = function(){ this.load = function() { wade.loadImage('animExample.png'); // Remember to use your own animation not mine :p }; this.init = function() { var mySprite = new Sprite(); // Empty sprite // Again own animation cells, but 1/wade.c_timeStep, false is crucial to do it the way you want var myAnimation = new Animation('animExample.png', 13, 2, 1/wade.c_timeStep, false); mySprite.addAnimation("Piece", myAnimation); var myObject = new SceneObject(mySprite, LightItem); wade.addSceneObject(myObject); myAnimation.stop(); // This is very important, must have it after adding the scene object to the scene };};