Docs for Phaser.Scenes.ScenePlugin

- Note operations are queued
- https://github.com/photonstorm/phaser/issues/4403#issuecomment-481264025
This commit is contained in:
samme 2020-01-03 13:35:07 -08:00
parent bee0a96542
commit b28f45b609

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@ -188,6 +188,8 @@ var ScenePlugin = new Class({
/**
* Shutdown this Scene and run the given one.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#start
* @since 3.0.0
*
@ -209,6 +211,8 @@ var ScenePlugin = new Class({
/**
* Restarts this Scene.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#restart
* @since 3.4.0
*
@ -444,6 +448,8 @@ var ScenePlugin = new Class({
/**
* Launch the given Scene and run it in parallel with this one.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#launch
* @since 3.0.0
*
@ -465,6 +471,8 @@ var ScenePlugin = new Class({
/**
* Runs the given Scene, but does not change the state of this Scene.
*
* This will happen at the next Scene Manager update, not immediately.
*
* If the given Scene is paused, it will resume it. If sleeping, it will wake it.
* If not running at all, it will be started.
*
@ -492,6 +500,8 @@ var ScenePlugin = new Class({
/**
* Pause the Scene - this stops the update step from happening but it still renders.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#pause
* @since 3.0.0
*
@ -512,6 +522,8 @@ var ScenePlugin = new Class({
/**
* Resume the Scene - starts the update loop again.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#resume
* @since 3.0.0
*
@ -532,6 +544,8 @@ var ScenePlugin = new Class({
/**
* Makes the Scene sleep (no update, no render) but doesn't shutdown.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#sleep
* @since 3.0.0
*
@ -552,6 +566,8 @@ var ScenePlugin = new Class({
/**
* Makes the Scene wake-up (starts update and render)
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#wake
* @since 3.0.0
*
@ -571,11 +587,8 @@ var ScenePlugin = new Class({
/**
* Makes this Scene sleep then starts the Scene given.
*
* No checks are made to see if an instance of the given Scene is already running.
* Because Scenes in Phaser are non-exclusive, you are allowed to run multiple
* instances of them _at the same time_. This means, calling this function
* may launch another instance of the requested Scene if it's already running.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#switch
* @since 3.0.0
@ -597,6 +610,8 @@ var ScenePlugin = new Class({
/**
* Shutdown the Scene, clearing display list, timers, etc.
*
* This happens at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#stop
* @since 3.0.0
*
@ -814,7 +829,7 @@ var ScenePlugin = new Class({
* The Scene is removed from the local scenes array, it's key is cleared from the keys
* cache and Scene.Systems.destroy is then called on it.
*
* If the SceneManager is processing the Scenes when this method is called it wil
* If the SceneManager is processing the Scenes when this method is called it will
* queue the operation for the next update sequence.
*
* @method Phaser.Scenes.ScenePlugin#remove