Error: Maximum call stack size exceeded when playing animations

Hi,

i am struggeling to get the Right animations for my Player.

i initialise the Player in create:

player = this.physics.add.sprite(90, 0, this.playerAtlas, "3");
player.setBounce(0.2).setScale(0.4);
player.setCollideWorldBounds(true);
player.anims.play(this.playerAtlas + "-run");

in update i add keylisteners and if Cursor up is pressend this methos will be executed:

	jump(){
		playerJumpAudio.play();
		player.setVelocityY(-350);
		player.anims.play(this.playerAtlas + "-jump");
		player.setInteractive();
		player.on("animationcomplete", () => {
			player.anims.play(this.playerAtlas + "-run");
		});
	}

it works for the first time the Player jumps but after that i get following error:

phaser.js:114628 Uncaught RangeError: Maximum call stack size exceeded
    at Animation.load (phaser.js:114628)
    at Animation._startAnimation (phaser.js:114801)
    at Animation.play (phaser.js:114748)
    at ArcadeSprite.eval (eval at addToCache (phaser.js:171065), <anonymous>:784:17)
    at ArcadeSprite.emit (phaser.js:1775)
    at Animation.stop (phaser.js:115062)
    at Animation.load (phaser.js:114632)
    at Animation._startAnimation (phaser.js:114801)
    at Animation.play (phaser.js:114748)
    at ArcadeSprite.eval (eval at addToCache (phaser.js:171065), <anonymous>:784:17)

I estimate the Problem is, that two Animation are simultaneously played, but I don’t know how to get around the Problem.

Hello, not sure if it’s the right solution, but maybe this helps…

player.on("animationcomplete", () => {
    player.anims.play(this.playerAtlas + "-run");
    player.off("animationcomplete");
});

Try

player.anims.play(this.playerAtlas + '-jump');
player.anims.chain(this.playerAtlas + '-run');

or

player.anims.play(this.playerAtlas + '-jump');
player.once('animationcomplete', () => {
  player.anims.play(this.playerAtlas + '-run');
});