diff --git a/src/scene/ScenePlugin.js b/src/scene/ScenePlugin.js index 39678408e..61a30a5d0 100644 --- a/src/scene/ScenePlugin.js +++ b/src/scene/ScenePlugin.js @@ -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