phaser/Phaser/system/RequestAnimationFrame.ts

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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - RequestAnimationFrame
*
* Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly.
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*/
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module Phaser {
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export class RequestAnimationFrame {
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/**
* Constructor
* @param {Any} callback
* @return {RequestAnimationFrame} This object.
*/
constructor(game: Phaser.Game, callback) {
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this.game = game;
this.callback = callback;
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var vendors = ['ms', 'moz', 'webkit', 'o'];
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for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)
{
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
}
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this.start();
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}
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/**
* Local reference to Game.
*/
public game: Phaser.Game;
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/**
* The function to be called each frame. Will be called in the context of _game
* @property callback
* @type Any
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**/
public callback;
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/**
*
* @property _timeOutID
* @type Any
* @private
**/
private _timeOutID;
/**
*
* @property _isSetTimeOut
* @type bool
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* @private
**/
private _isSetTimeOut: bool = false;
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/**
*
* @method usingSetTimeOut
* @return bool
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**/
public isUsingSetTimeOut(): bool {
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return this._isSetTimeOut;
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}
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/**
*
* @method usingRAF
* @return bool
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**/
public isUsingRAF(): bool {
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return this._isSetTimeOut === true;
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}
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/**
*
* @property isRunning
* @type bool
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**/
public isRunning: bool = false;
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/**
* A reference to the RAF/setTimeout to avoid constant anonymous function creation
*/
public _onLoop;
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/**
* Starts the requestAnimatioFrame running or setTimeout if unavailable in browser
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* @method start
* @param {Any} [callback]
**/
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public start(callback = null) {
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if (callback)
{
this.callback = callback;
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}
if (!window.requestAnimationFrame)
{
this._isSetTimeOut = true;
this._onLoop = () => this.SetTimeoutUpdate();
this._timeOutID = window.setTimeout(this._onLoop, 0);
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}
else
{
this._isSetTimeOut = false;
this._onLoop = () => this.RAFUpdate(0);
window.requestAnimationFrame(this._onLoop);
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}
this.isRunning = true;
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}
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/**
* Stops the requestAnimationFrame from running
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* @method stop
**/
public stop() {
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if (this._isSetTimeOut)
{
clearTimeout(this._timeOutID);
}
else
{
window.cancelAnimationFrame;
}
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this.isRunning = false;
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}
/**
* The update method for the requestAnimationFrame
* @method RAFUpdate
**/
public RAFUpdate(time: number) {
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this.game.time.update(time);
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if (this.callback)
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{
this.callback.call(this.game);
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}
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this._onLoop = (time) => this.RAFUpdate(time);
window.requestAnimationFrame(this._onLoop);
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}
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/**
* The update method for the setTimeout
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* @method SetTimeoutUpdate
**/
public SetTimeoutUpdate() {
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this.game.time.update(Date.now());
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this._onLoop = () => this.SetTimeoutUpdate();
this._timeOutID = window.setTimeout(this._onLoop, 16);
if (this.callback)
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{
this.callback.call(this.game);
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}
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}
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}
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}