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https://github.com/photonstorm/phaser
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[feat] scene.run can now pass data to .wake and .resume if it needs to invoke those methods
update javadoc for scene and scene systems
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parent
734c0115f9
commit
44a0813591
2 changed files with 14 additions and 10 deletions
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@ -140,7 +140,7 @@ var SceneManager = new Class({
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});
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}
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}
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game.events.once('ready', this.bootQueue, this);
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},
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@ -1011,7 +1011,7 @@ var SceneManager = new Class({
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/**
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* Runs the given Scene, but does not change the state of this Scene.
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*
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*
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* If the given Scene is paused, it will resume it. If sleeping, it will wake it.
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* If not running at all, it will be started.
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*
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@ -1022,7 +1022,7 @@ var SceneManager = new Class({
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* @since 3.10.0
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*
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* @param {string} key - The Scene to run.
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* @param {object} [data] - A data object that will be passed to the Scene that is run _only if the Scene isn't asleep or paused_.
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* @param {object} [data] - A data object that will be passed to the Scene on start, wake, or resume.
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*
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* @return {Phaser.Scenes.SceneManager} This Scene Manager.
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*/
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@ -1038,12 +1038,12 @@ var SceneManager = new Class({
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if (scene.sys.isSleeping())
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{
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// Sleeping?
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scene.sys.wake();
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scene.sys.wake(data);
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}
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else if (scene.sys.isBooted && !scene.sys.isActive())
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{
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// Paused?
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scene.sys.resume();
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scene.sys.resume(data);
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}
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else
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{
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@ -211,7 +211,7 @@ var Systems = new Class({
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/**
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* The Scene Update function.
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*
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*
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* This starts out as NOOP during init, preload and create, and at the end of create
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* it swaps to be whatever the Scene.update function is.
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*
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@ -368,9 +368,11 @@ var Systems = new Class({
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* @method Phaser.Scenes.Systems#resume
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* @since 3.0.0
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*
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* @param {object} [data] - A data object that will be passed on the 'resume' event.
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*
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* @return {Phaser.Scenes.Systems} This Systems object.
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*/
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resume: function ()
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resume: function (data)
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{
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if (!this.settings.active)
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{
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@ -378,7 +380,7 @@ var Systems = new Class({
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this.settings.active = true;
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this.events.emit('resume', this);
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this.events.emit('resume', this, data);
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}
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return this;
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@ -415,9 +417,11 @@ var Systems = new Class({
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* @method Phaser.Scenes.Systems#wake
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* @since 3.0.0
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*
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* @param {object} [data] - A data object that will be passed on the 'wake' event.
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*
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* @return {Phaser.Scenes.Systems} This Systems object.
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*/
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wake: function ()
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wake: function (data)
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{
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var settings = this.settings;
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@ -426,7 +430,7 @@ var Systems = new Class({
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settings.active = true;
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settings.visible = true;
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this.events.emit('wake', this);
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this.events.emit('wake', this, data);
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if (settings.isTransition)
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{
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