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The Loader now directly calls StateManager.loadComplete rather than the StateManager listening for the loadComplete event, because Loader.reset unbinds this event (and it's easy to accidentally remove it too)
Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
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3 changed files with 5 additions and 2 deletions
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@ -118,6 +118,8 @@ Thanks to @pnstickne for vast majority of this update.
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* Loader.reset has a new optional 2nd parameter `clearEvents` which if set to `true` (the default is false) will reset all event listeners bound to the Loader.
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* If `Body.customSeparateX` or `customSeparateY` is `true` then the Body will no longer be automatically separated from a **Tilemap** collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in `Body.overlapX` and `overlapY`, so you can use these values to perform your own separation in your collision callback (#992)
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* TilemapParser will now set the `.type` property for ObjectLayer Objects (thanks @mikaturunen #1609)
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* The Loader now directly calls StateManager.loadComplete rather than the StateManager listening for the loadComplete event, because Loader.reset unbinds this event (and it's easy to accidentally remove it too)
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* Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
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### Bug Fixes
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@ -146,7 +146,6 @@ Phaser.StateManager.prototype = {
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this.game.onPause.add(this.pause, this);
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this.game.onResume.add(this.resume, this);
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this.game.load.onLoadComplete.add(this.loadComplete, this);
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if (this._pendingState !== null)
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{
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@ -580,7 +579,7 @@ Phaser.StateManager.prototype = {
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*/
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loadComplete: function () {
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// console.log('loadComplete');
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// console.log('SM loadComplete');
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if (this._created === false && this.onCreateCallback)
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{
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@ -1341,6 +1341,8 @@ Phaser.Loader.prototype = {
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this.reset();
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this.game.state.loadComplete();
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},
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/**
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