@@ -188,6 +188,8 @@ var ScenePlugin = new Class({
188188 /**
189189 * Shutdown this Scene and run the given one.
190190 *
191+ * This will happen at the next Scene Manager update, not immediately.
192+ *
191193 * @method Phaser.Scenes.ScenePlugin#start
192194 * @since 3.0.0
193195 *
@@ -209,6 +211,8 @@ var ScenePlugin = new Class({
209211 /**
210212 * Restarts this Scene.
211213 *
214+ * This will happen at the next Scene Manager update, not immediately.
215+ *
212216 * @method Phaser.Scenes.ScenePlugin#restart
213217 * @since 3.4.0
214218 *
@@ -444,6 +448,8 @@ var ScenePlugin = new Class({
444448 /**
445449 * Launch the given Scene and run it in parallel with this one.
446450 *
451+ * This will happen at the next Scene Manager update, not immediately.
452+ *
447453 * @method Phaser.Scenes.ScenePlugin#launch
448454 * @since 3.0.0
449455 *
@@ -465,6 +471,8 @@ var ScenePlugin = new Class({
465471 /**
466472 * Runs the given Scene, but does not change the state of this Scene.
467473 *
474+ * This will happen at the next Scene Manager update, not immediately.
475+ *
468476 * If the given Scene is paused, it will resume it. If sleeping, it will wake it.
469477 * If not running at all, it will be started.
470478 *
@@ -492,6 +500,8 @@ var ScenePlugin = new Class({
492500 /**
493501 * Pause the Scene - this stops the update step from happening but it still renders.
494502 *
503+ * This will happen at the next Scene Manager update, not immediately.
504+ *
495505 * @method Phaser.Scenes.ScenePlugin#pause
496506 * @since 3.0.0
497507 *
@@ -512,6 +522,8 @@ var ScenePlugin = new Class({
512522 /**
513523 * Resume the Scene - starts the update loop again.
514524 *
525+ * This will happen at the next Scene Manager update, not immediately.
526+ *
515527 * @method Phaser.Scenes.ScenePlugin#resume
516528 * @since 3.0.0
517529 *
@@ -532,6 +544,8 @@ var ScenePlugin = new Class({
532544 /**
533545 * Makes the Scene sleep (no update, no render) but doesn't shutdown.
534546 *
547+ * This will happen at the next Scene Manager update, not immediately.
548+ *
535549 * @method Phaser.Scenes.ScenePlugin#sleep
536550 * @since 3.0.0
537551 *
@@ -552,6 +566,8 @@ var ScenePlugin = new Class({
552566 /**
553567 * Makes the Scene wake-up (starts update and render)
554568 *
569+ * This will happen at the next Scene Manager update, not immediately.
570+ *
555571 * @method Phaser.Scenes.ScenePlugin#wake
556572 * @since 3.0.0
557573 *
@@ -571,11 +587,8 @@ var ScenePlugin = new Class({
571587
572588 /**
573589 * Makes this Scene sleep then starts the Scene given.
574- *
575- * No checks are made to see if an instance of the given Scene is already running.
576- * Because Scenes in Phaser are non-exclusive, you are allowed to run multiple
577- * instances of them _at the same time_. This means, calling this function
578- * may launch another instance of the requested Scene if it's already running.
590+ *
591+ * This will happen at the next Scene Manager update, not immediately.
579592 *
580593 * @method Phaser.Scenes.ScenePlugin#switch
581594 * @since 3.0.0
@@ -597,6 +610,8 @@ var ScenePlugin = new Class({
597610 /**
598611 * Shutdown the Scene, clearing display list, timers, etc.
599612 *
613+ * This happens at the next Scene Manager update, not immediately.
614+ *
600615 * @method Phaser.Scenes.ScenePlugin#stop
601616 * @since 3.0.0
602617 *
@@ -814,7 +829,7 @@ var ScenePlugin = new Class({
814829 * The Scene is removed from the local scenes array, it's key is cleared from the keys
815830 * cache and Scene.Systems.destroy is then called on it.
816831 *
817- * If the SceneManager is processing the Scenes when this method is called it wil
832+ * If the SceneManager is processing the Scenes when this method is called it will
818833 * queue the operation for the next update sequence.
819834 *
820835 * @method Phaser.Scenes.ScenePlugin#remove
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