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Fixed scene transition in some cases

This commit is contained in:
Michaël Lemaire 2018-06-05 23:08:35 +02:00
parent af2e85c34d
commit 50567ddb9d
2 changed files with 3 additions and 5 deletions

View File

@ -7,7 +7,6 @@ Phaser 3 migration
* Pause the game when the window isn't focused (except in headless)
* Fit the game in window size
* Fix top-right messages positions
* Fix the character sheet layout
* Fix valuebar requiring to be in root display list
Menu/settings/saves
@ -89,7 +88,6 @@ Artificial Intelligence
* If web worker is not responsive, or produces only errors, it should be disabled for the session
* Produce interesting "angle" areas
* Evaluate active effects
* Account for luck
* Evaluators result should be more specific (final state evaluation, diff evaluation, confidence...)
* Use a first batch of producers, and only if no "good" move has been found, go on with some infinite producers
* Abandon fight if the AI judges there is no hope of victory

View File

@ -125,9 +125,9 @@ module TK.SpaceTac {
* Change the active scene
*/
goToScene(name: string): void {
this.scene.scenes.forEach(scene => {
if (this.scene.isActive(scene)) {
scene.shutdown();
keys(this.scene.keys).forEach(key => {
if (this.scene.isActive(key) || this.scene.isVisible(key)) {
this.scene.stop(key);
}
});
this.scene.start(name);