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Timeline.destroy() fix
This PR
- Fixes a bug
When destroying a Timeline that has Tweens in it, the tweens were not destroyed, but they kept going. This PR fixes the issue.
I suspect that also Timeline's reset
, pause
and clear
methods need an adjustment on this matter.
Test code (to be pasted into a Phaser example):
class Example extends Phaser.Scene
{
preload ()
{
this.load.atlas('timeline', 'assets/atlas/timeline.png', 'assets/atlas/timeline.json');
this.load.image('bg', 'assets/skies/spookysky.jpg');
}
create ()
{
this.add.image(400, 300, 'bg');
this.thread = this.add.graphics();
this.spider = this.add.sprite(400, -100, 'timeline', 'spider');
const timeline = this.add.timeline([
{
at: 2000,
tween: {
targets: this.spider,
y: 400,
ease: 'bounce.out',
duration: 1500,
onComplete: () => {
console.log("Tween completed");
}
}
},
{
at: 4000,
tween: {
targets: this.spider,
x: 200,
angle: 30,
ease: 'sine.out',
duration: 1000,
yoyo: true,
repeat: -1,
repeatDelay: 2000
}
},
{
at: 6000,
tween: {
targets: this.spider,
x: 600,
angle: -30,
ease: 'sine.out',
duration: 1000,
yoyo: true,
repeat: -1,
repeatDelay: 2000
}
}
]);
timeline.play();
this.time.delayedCall(2500, () => {
timeline.destroy();
console.log("Timeline destroyed");
})
}
update ()
{
this.thread.clear();
this.thread.lineStyle(1, 0xffffff, 0.7);
this.thread.lineBetween(400, 0, this.spider.x, this.spider.y);
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#000000',
parent: 'phaser-example',
scene: Example
};
const game = new Phaser.Game(config);