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Merge pull request #4148 from kainage/fix-scene-add-data
Fix Passing in Data to the Scene via Add
This commit is contained in:
commit
83a4843f50
1 changed files with 13 additions and 12 deletions
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@ -210,7 +210,7 @@ var ScenePlugin = new Class({
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*
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* @method Phaser.Scenes.ScenePlugin#restart
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* @since 3.4.0
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*
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*
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* @param {object} [data] - The Scene data.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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@ -227,7 +227,7 @@ var ScenePlugin = new Class({
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/**
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* @typedef {object} Phaser.Scenes.ScenePlugin.SceneTransitionConfig
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*
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*
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* @property {string} target - The Scene key to transition to.
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* @property {integer} [duration=1000] - The duration, in ms, for the transition to last.
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* @property {boolean} [sleep=false] - Will the Scene responsible for the transition be sent to sleep on completion (`true`), or stopped? (`false`)
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@ -241,24 +241,24 @@ var ScenePlugin = new Class({
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/**
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* This will start a transition from the current Scene to the target Scene given.
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*
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*
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* The transition will last for the duration specified in milliseconds.
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*
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*
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* You can have the target Scene moved above or below this one in the display list.
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*
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*
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* You can specify an update callback. This callback will be invoked _every frame_ for the duration
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* of the transition.
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*
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* This Scene can either be sent to sleep at the end of the transition, or stopped. The default is to stop.
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*
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*
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* There are also 5 transition related events: This scene will emit the event `transitionto` when
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* the transition begins, which is typically the frame after calling this method.
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*
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*
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* The target Scene will emit the event `transitioninit` when that Scene's `init` method is called.
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* It will then emit the event `transitionstart` when its `create` method is called.
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* If the Scene was sleeping and has been woken up, it will emit the event `transitionwake` instead of these two,
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* as the Scenes `init` and `create` methods are not invoked when a Scene wakes up.
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*
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*
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* When the duration of the transition has elapsed it will emit the event `transitioncomplete`.
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* These events are cleared of all listeners when the Scene shuts down, but not if it is sent to sleep.
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*
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@ -268,7 +268,7 @@ var ScenePlugin = new Class({
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* this Scenes update loop to stop, then the transition will also pause for that duration. There are
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* checks in place to prevent you accidentally stopping a transitioning Scene but if you've got code to
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* override this understand that until the target Scene completes it might never be unlocked for input events.
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*
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*
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* @method Phaser.Scenes.ScenePlugin#transition
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* @since 3.5.0
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*
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@ -443,12 +443,13 @@ var ScenePlugin = new Class({
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* @param {string} key - The Scene key.
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* @param {(Phaser.Scene|Phaser.Scenes.Settings.Config|function)} sceneConfig - The config for the Scene.
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* @param {boolean} autoStart - Whether to start the Scene after it's added.
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* @param {object} [data] - The Scene data.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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add: function (key, sceneConfig, autoStart)
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add: function (key, sceneConfig, autoStart, data)
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{
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this.manager.add(key, sceneConfig, autoStart);
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this.manager.add(key, sceneConfig, autoStart, data);
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return this;
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},
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@ -476,7 +477,7 @@ var ScenePlugin = 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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