The loadPlayerPhoto function in the Instant Games plugin now listens for the updated Loader event correctly, causing the photocomplete event to fire properly.

This commit is contained in:
Richard Davey 2018-10-17 15:15:46 +01:00
parent 61008f4eda
commit 61f74a2fc6
2 changed files with 3 additions and 1 deletions

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@ -8,6 +8,8 @@
### Bug Fixes ### Bug Fixes
* The `loadPlayerPhoto` function in the Instant Games plugin now listens for the updated Loader event correctly, causing the `photocomplete` event to fire properly.
### Examples and TypeScript ### Examples and TypeScript
Thanks to the following for helping with the Phaser 3 Examples and TypeScript definitions, either by reporting errors, or even better, fixing them: Thanks to the following for helping with the Phaser 3 Examples and TypeScript definitions, either by reporting errors, or even better, fixing them:

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@ -687,7 +687,7 @@ var FacebookInstantGamesPlugin = new Class({
scene.load.image(key, this.playerPhotoURL); scene.load.image(key, this.playerPhotoURL);
scene.load.once('filecomplete_image_' + key, function () scene.load.once('filecomplete-image-' + key, function ()
{ {
this.emit('photocomplete', key); this.emit('photocomplete', key);