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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
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2 changed files with 9 additions and 2 deletions
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@ -47,7 +47,8 @@ being passed to the simulation. The default value is 1 to remain consistent with
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* StaticTilemapLayer now uses the ComputedSize component, which stops it breaking if you call `setDisplaySize` (thanks Babsobar)
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* CanvasPool.first always returned `null`, and now returns the first available Canvas. Fix #3520 (thanks @mchiasson)
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* 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)
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* Tween.Restart handles removed tweens properly and readds them back into the active queue for the TweenManager (thanks @wtravO)
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* Tween.restart handles removed tweens properly and reads them back into the active queue for the TweenManager (thanks @wtravO)
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* 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)
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### Updates
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@ -483,7 +483,8 @@ var Tween = new Class({
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},
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/**
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* [description]
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* Called by TweenManager.preUpdate as part of its loop to check pending and active tweens.
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* Should not be called directly.
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*
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* @method Phaser.Tweens.Tween#init
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* @since 3.0.0
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@ -519,6 +520,7 @@ var Tween = new Class({
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if (this.paused && !this.parentIsTimeline)
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{
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this.state = TWEEN_CONST.PENDING_ADD;
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this._pausedState = TWEEN_CONST.INIT;
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return false;
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}
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@ -734,6 +736,10 @@ var Tween = new Class({
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this.state = this._pausedState;
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}
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else
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{
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this.play();
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}
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return this;
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},
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