Animating the Knight with idle

Hey guys…
@ivan
I’m stuck when I try to animate the knight using idle. I will post my full code, but basically I only the get error message when I include the “true”
else{
knight.setVelocityX(0);
knight.play(“knight_idle”, true);
}
if I do the code without ‘true’, I get no error.
Not sure what’s wrong… Here is my full code:

<title>My First Blockchain Game</title>
<script src="//cdn.jsdelivr.net/npm/phaser@3.15.1/dist/phaser.min.js"></script>
<h1>Blockchain Game</h1>

<script>

  var cursors;
  var knight;
  var crates;

  // configure the game(height, width, render-type, game)
  var config = {
    width:800,
    height:500,
    type:Phaser.AUTO,

    scene:{
      preload: gamePreload,
      create: gameCreate,
      update: gameUpdate
    },
    physics:{
      default:"arcade",
      arcade:{
        gravity:{y:800},
        debug:false
      }
    }
  }

  function gamePreload(){
    // loading assets
    console.log("game is loading assets");
    this.load.image("knight","assets/knight.png");
    this.load.image("crate","assets/crate.png");
    this.load.image("background","assets/background.png");

    // load the run animation frame
    this.load.image("run_frame_1","assets/knight/run/Run (1).png");
    this.load.image("run_frame_2","assets/knight/run/Run (2).png");
    this.load.image("run_frame_3","assets/knight/run/Run (3).png");
    this.load.image("run_frame_4","assets/knight/run/Run (4).png");
    this.load.image("run_frame_5","assets/knight/run/Run (5).png");
    this.load.image("run_frame_6","assets/knight/run/Run (6).png");
    this.load.image("run_frame_7","assets/knight/run/Run (7).png");
    this.load.image("run_frame_8","assets/knight/run/Run (8).png");
    this.load.image("run_frame_9","assets/knight/run/Run (9).png");
    this.load.image("run_frame_10","assets/knight/run/Run (10).png");

    // load the idle animation frame
    this.load.image("idle_frame_1","assets/knight/idle/Idle (1).png");
    this.load.image("idle_frame_2","assets/knight/idle/Idle (2).png");
    this.load.image("idle_frame_4","assets/knight/idle/Idle (4).png");
    this.load.image("idle_frame_5","assets/knight/idle/Idle (5).png");
    this.load.image("idle_frame_7","assets/knight/idle/Idle (7).png");
    this.load.image("idle_frame_8","assets/knight/idle/Idle (8).png");
    this.load.image("idle_frame_9","assets/knight/idle/Idle (9).png");
    this.load.image("idle_frame_10","assets/knight/idle/Idle (10).png");


  }

  function gameCreate(){
    // initial setup logical on the asset and others setups
    console.log("game is setting up the assets etc");

    // create background
    this.add.image(300,320,"background");

    // create the knight
    knight = this.physics.add.sprite(200,100,"knight");
    knight.body.setSize(170,610, 10, 0);
    knight.scaleX = 0.15;
    knight.scaleY = knight.scaleX;

    // create the create
    crates = this.physics.add.staticGroup();

    // floor
    crates.create(40,460,"crate");
    crates.create(120,460,"crate");
    crates.create(200,460,"crate");
    crates.create(280,460,"crate");
    crates.create(360,460,"crate");
    crates.create(440,460,"crate");
    crates.create(760,460,"crate");

    // second floor
    crates.create(440,340,"crate");
    crates.create(520,260,"crate");
    crates.create(250,260,"crate");
    crates.create(150,220,"crate");
    crates.create(750,170,"crate");
    crates.create(600,340,"crate");

    // create animations
 this.anims.create({
   key: "knight_run",
   frames:[
     {key: "run_frame_1"},
     {key: "run_frame_2"},
     {key: "run_frame_3"},
     {key: "run_frame_4"},
     {key: "run_frame_5"},
     {key: "run_frame_6"},
     {key: "run_frame_7"},
     {key: "run_frame_8"},
     {key: "run_frame_9"},
     {key: "run_frame_10"},
   ],
   frameRate: 10,
   repeat: 1
 });

 this.anims.create({
   key: "knight_idle",
   frames:[
     {key: "idle_frame_1"},
     {key: "idle_frame_2"},
     {key: "idle_frame_3"},
     {key: "idle_frame_4"},
     {key: "idle_frame_5"},
     {key: "idle_frame_6"},
     {key: "idle_frame_7"},
     {key: "idle_frame_8"},
     {key: "idle_frame_9"},
     {key: "idle_frame_10"},
   ],
   frameRate: 10,
   repeat: 1
 });



    this.physics.add.collider(crates, knight);

    cursors = this.input.keyboard.createCursorKeys();
  }

  function gameUpdate(){
    // monitoring inputs and telling the game how to update

    if(cursors.left.isDown){
      knight.setVelocityX(-200);
      knight.play("knight_run", true);
      knight.flipX = true;
    }
    else if(cursors.right.isDown){
      knight.setVelocityX(200);
      knight.play("knight_run", true);
      knight.flipX = false;
    }
    else{
      knight.setVelocityX(0);
      knight.play("knight_idle", true);
    }
    if(cursors.up.isDown && knight.body.touching.down){
      knight.setVelocityY(-500);

    }
  }

  var game = new Phaser.Game(config);
</script>