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AnimationFrame duration is the duration of the frame if set, msPerFrame is not added
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4 changed files with 4 additions and 12 deletions
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@ -16,6 +16,7 @@
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* The `InputManager.onTouchMove` function has been fixed so it now correctly handles touch events on pages that have scrolled horizontally or vertically and shifted the viewport. Fix #6489 (thanks @somechris @hyewonjo)
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* `Factory.staticBody` had the wrong return type in the docs/TS defs. Fix #6693 (thanks @ddhaiby)
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* The `Time.Timeline` class didn't show as extending the Event Emitter, or have `config` as an optional argument in the docs / TS defs. Fix #6673 (thanks @ghclark2)
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* `Animations.AnimationFrame#duration` is now the complete duration of the frame. Before this included `Animations.AnimationState#msPerFrame` with the value of `Animations.AnimationFrame#duration`. The fix to remove `Animations.AnimationState#msPerFrame` from `Animations.AnimationFrame#duration` has been removed from `Animations.AnimationManager#createFromAseprite` because of this clarification. Fix #6712 (thanks @Nerodon @TomMalitz)
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## Examples, Documentation, Beta Testing and TypeScript
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@ -362,7 +362,7 @@ var Animation = new Class({
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// When is the first update due?
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state.accumulator = 0;
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state.nextTick = state.msPerFrame + state.currentFrame.duration;
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state.nextTick = (state.currentFrame.duration) ? state.currentFrame.duration : state.msPerFrame;
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},
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/**
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@ -515,7 +515,7 @@ var Animation = new Class({
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{
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state.accumulator -= state.nextTick;
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state.nextTick = state.msPerFrame + state.currentFrame.duration;
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state.nextTick = (state.currentFrame.duration) ? state.currentFrame.duration : state.msPerFrame;
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},
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/**
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@ -115,8 +115,7 @@ var AnimationFrame = new Class({
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this.nextFrame = null;
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/**
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* Additional time (in ms) that this frame should appear for during playback.
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* The value is added onto the msPerFrame set by the animation.
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* The duration, in ms, of this frame of the animation.
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*
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* @name Phaser.Animations.AnimationFrame#duration
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* @type {number}
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@ -451,14 +451,6 @@ var AnimationManager = new Class({
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}
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}
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// Fix duration to play nice with how the next tick is calculated.
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var msPerFrame = totalDuration / animFrames.length;
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animFrames.forEach(function (entry)
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{
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entry.duration -= msPerFrame;
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});
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if (direction === 'reverse')
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{
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animFrames = animFrames.reverse();
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