phaser/src/system/RequestAnimationFrame.js

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/**
* Phaser - RequestAnimationFrame
*
* Abstracts away the use of RAF or setTimeOut for the core game update loop.
*/
Phaser.RequestAnimationFrame = function(game) {
this.game = game;
this._isSetTimeOut = false;
this.isRunning = false;
var vendors = [
'ms',
'moz',
'webkit',
'o'
];
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++) {
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
}
};
Phaser.RequestAnimationFrame.prototype = {
/**
* The function called by the update
* @private
**/
_onLoop: null,
/**
* Starts the requestAnimatioFrame running or setTimeout if unavailable in browser
* @method start
**/
start: function () {
this.isRunning = true;
var _this = this;
if (!window.requestAnimationFrame)
{
this._isSetTimeOut = true;
this._onLoop = function () {
return _this.updateSetTimeout();
};
this._timeOutID = window.setTimeout(this._onLoop, 0);
}
else
{
this._isSetTimeOut = false;
this._onLoop = function (time) {
return _this.updateRAF(time);
};
window.requestAnimationFrame(this._onLoop);
}
},
/**
* The update method for the requestAnimationFrame
* @method RAFUpdate
**/
updateRAF: function (time) {
this.game.update(time);
window.requestAnimationFrame(this._onLoop);
},
/**
* The update method for the setTimeout
* @method SetTimeoutUpdate
**/
updateSetTimeout: function () {
this.game.update(Date.now());
this._timeOutID = window.setTimeout(this._onLoop, this.game.time.timeToCall);
},
/**
* Stops the requestAnimationFrame from running
* @method stop
**/
stop: function () {
if (this._isSetTimeOut)
{
clearTimeout(this._timeOutID);
}
else
{
window.cancelAnimationFrame;
}
this.isRunning = false;
},
/**
* Is the browser using setTimeout?
* @method isSetTimeOut
* @return bool
**/
isSetTimeOut: function () {
return this._isSetTimeOut;
},
/**
* Is the browser using requestAnimationFrame?
* @method isRAF
* @return bool
**/
isRAF: function () {
return (this._isSetTimeOut === false);
}
};