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SceneManager.run (and consequently ScenePlugin.run) was using an out-dated way of checking if a Scene was paused before trying to resume it, causing a Scene to be started again instead of resumed. It now uses the Systems.isPaused function instead. Fix phaserjs#3931
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Lines changed: 2 additions & 2 deletions

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src/scene/SceneManager.js

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1080,7 +1080,7 @@ var SceneManager = new Class({
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},
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/**
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* Runs the given Scene, but does not change the state of this Scene.
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* Runs the given Scene.
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*
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* If the given Scene is paused, it will resume it. If sleeping, it will wake it.
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* If not running at all, it will be started.
@@ -1118,7 +1118,7 @@ var SceneManager = new Class({
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// Sleeping?
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scene.sys.wake(data);
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}
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else if (scene.sys.isBooted && !scene.sys.isActive())
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else if (scene.sys.isPaused())
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{
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// Paused?
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scene.sys.resume(data);

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