Tween.resume will now call Tween.play on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452

This commit is contained in:
Richard Davey 2018-04-09 13:25:20 +01:00
parent 7a02cac739
commit 833355a9a4
2 changed files with 9 additions and 2 deletions

View file

@ -47,7 +47,8 @@ being passed to the simulation. The default value is 1 to remain consistent with
* StaticTilemapLayer now uses the ComputedSize component, which stops it breaking if you call `setDisplaySize` (thanks Babsobar)
* CanvasPool.first always returned `null`, and now returns the first available Canvas. Fix #3520 (thanks @mchiasson)
* When starting a new Scene with an optional `data` argument it wouldn't get passed through if the Scene was not yet available (i.e. the game had not fully booted). The data is now passed to the Scene `init` and `create` methods and stored in the Scene Settings `data` property. Fix #3363 (thanks @pixelhijack)
* Tween.Restart handles removed tweens properly and readds them back into the active queue for the TweenManager (thanks @wtravO)
* Tween.restart handles removed tweens properly and reads them back into the active queue for the TweenManager (thanks @wtravO)
* Tween.resume will now call `Tween.play` on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452 (thanks @jazen)
### Updates

View file

@ -483,7 +483,8 @@ var Tween = new Class({
},
/**
* [description]
* Called by TweenManager.preUpdate as part of its loop to check pending and active tweens.
* Should not be called directly.
*
* @method Phaser.Tweens.Tween#init
* @since 3.0.0
@ -519,6 +520,7 @@ var Tween = new Class({
if (this.paused && !this.parentIsTimeline)
{
this.state = TWEEN_CONST.PENDING_ADD;
this._pausedState = TWEEN_CONST.INIT;
return false;
}
@ -734,6 +736,10 @@ var Tween = new Class({
this.state = this._pausedState;
}
else
{
this.play();
}
return this;
},