diff --git a/src/tween/Tween.js b/src/tween/Tween.js index 2f90f80a3..4531ae1dd 100644 --- a/src/tween/Tween.js +++ b/src/tween/Tween.js @@ -138,13 +138,13 @@ Phaser.Tween = function (target, game, manager) { * Is this Tween frame or time based? A frame based tween will use the physics elapsed timer when updating. This means * it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should * be given in frames. - * + * * If the Tween uses a time based update (which is the default) then the duration is given in milliseconds. * In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween * has actually been through. For very short tweens you may wish to experiment with a frame based update instead. * * The default value is whatever you've set in TweenManager.frameBased. - * + * * @property {boolean} frameBased * @default */ @@ -357,6 +357,7 @@ Phaser.Tween.prototype = { if (complete) { this.onComplete.dispatch(this.target, this); + this._hasStarted = false; if (this.chainedTween) { @@ -813,6 +814,7 @@ Phaser.Tween.prototype = { // No more repeats and no more children, so we're done this.isRunning = false; this.onComplete.dispatch(this.target, this); + this._hasStarted = false; if (this.chainedTween) {