Timeline's complete event is triggered prematurely before tweens finish
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Nobody has claimed this yet.
- Dominant language
- JavaScript
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- 40.3k
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Description
Version
- Phaser Version: 3.90.0
- Operating System: macOS
Description
The Timeline's complete event is triggered before all its tweens have completed.
Example Test Code
class Example extends Phaser.Scene {
constructor() {
super();
}
preload() {}
create() {
const timeline = this.add.timeline();
const counter = {
x: 0
};
timeline.add({
at: 0,
run: () => {
console.log("Start!");
}
});
timeline.add({
at: 100,
tween: {
targets: counter,
duration: 3000,
x: 1000,
onComplete: () => {
console.log("Tween complete: counter.x =", counter.x);
}
}
});
timeline.on("complete", () => {
console.log("Timeline complete: counter.x =", counter.x);
});
timeline.play();
}
}
const game = new Phaser.Game({
type: Phaser.WEBGL,
parent: 'phaser-example',
width: 800,
height: 800,
scene: Example
});
Expected Behavior
The Timeline's complete event should only be triggered after all tweens within the timeline have completed.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by running the JavaScript example from the issue and compare the logged order and counter.x values. Trace the Phaser Timeline completion behavior around the tween, then verify that the Timeline complete event fires only after the tween's onComplete callback and final value are reached.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Clearly specified
- Newbie friendliness
- 45/100