Closed monteiz closed 5 months ago
This PR
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.
reset
pause
clear
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);
Thanks for this. I can't merge your PR directly, but I have fixed this issue in a different way and credited you in the Change Log.
This PR
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
andclear
methods need an adjustment on this matter.Test code (to be pasted into a Phaser example):