mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 15:14:47 +00:00
Fixed an issue where the Tile.physicsElapsed would go insane if the game has been paused for a long time.
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parent
92e86494e3
commit
336de314a1
3 changed files with 30 additions and 43 deletions
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@ -449,7 +449,7 @@ Phaser.Group.prototype = {
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forEach: function (callback, callbackContext, checkExists) {
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checkExists = checkExists || false;
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if (typeof checkExists == 'undefined') { checkExists = false; }
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if (this._container.first._iNext)
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{
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@ -470,7 +470,7 @@ Phaser.Group.prototype = {
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},
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forEachAlive: function () {
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forEachAlive: function (callback, callbackContext) {
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if (this._container.first._iNext)
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{
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@ -491,7 +491,7 @@ Phaser.Group.prototype = {
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},
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forEachDead: function () {
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forEachDead: function (callback, callbackContext) {
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if (this._container.first._iNext)
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{
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@ -217,7 +217,6 @@ Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right,
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for (var i = start; i < end; i++)
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{
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//setCollision: function (left, right, up, down, reset, separateX, separateY) {
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this.tiles[i].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
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}
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@ -231,16 +230,15 @@ Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right,
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* @param separateX {bool} Enable seprate at x-axis.
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* @param separateY {bool} Enable seprate at y-axis.
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*/
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Phaser.Tilemap.prototype.setCollisionByIndex = function (values, collision, resetCollisions, separateX, separateY) {
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Phaser.Tilemap.prototype.setCollisionByIndex = function (values, left, right, up, down, resetCollisions, separateX, separateY) {
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if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
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if (typeof resetCollisions === "undefined") { resetCollisions = false; }
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if (typeof separateX === "undefined") { separateX = true; }
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if (typeof separateY === "undefined") { separateY = true; }
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for (var i = 0; i < values.length; i++)
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{
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this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY);
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this.tiles[values[i]].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
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}
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};
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@ -328,25 +326,20 @@ Phaser.Tilemap.prototype.getTileOverlaps = function (object) {
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*/
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Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
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if (typeof objectOrGroup === "undefined") { objectOrGroup = null; }
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if (typeof callback === "undefined") { callback = null; }
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if (typeof context === "undefined") { context = null; }
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objectOrGroup = objectOrGroup || this.game.world.group;
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callback = callback || null;
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context = context || null;
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if (callback !== null && context !== null)
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if (callback && context)
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{
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this.collisionCallback = callback;
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this.collisionCallbackContext = context;
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}
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if (objectOrGroup == null)
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{
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objectOrGroup = this.game.world.group;
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}
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// Group?
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if (objectOrGroup instanceof Phaser.Group)
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{
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// objectOrGroup.forEachAlive(this, this.collideGameObject, true);
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objectOrGroup.forEachAlive(this.collideGameObject, this);
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}
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else
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{
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@ -362,6 +355,11 @@ Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
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*/
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Phaser.Tilemap.prototype.collideGameObject = function (object) {
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if (object instanceof Phaser.Group || object instanceof Phaser.Tilemap)
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{
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return false;
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}
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if (object.exists && object.body.allowCollision.none == false)
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{
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this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
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@ -186,20 +186,27 @@ Phaser.Time.prototype = {
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update: function (time) {
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this.now = time;
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this.timeToCall = Math.max(0, 16 - (time - this.lastTime));
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if (this._justResumed)
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{
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this.time = this.now;
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this._justResumed = false;
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}
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this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
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this.elapsed = this.now - this.time;
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this.msMin = Math.min(this.msMin, this.elapsed);
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this.msMax = Math.max(this.msMax, this.elapsed);
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this.msMin = this.game.math.min(this.msMin, this.elapsed);
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this.msMax = this.game.math.max(this.msMax, this.elapsed);
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this.frames++;
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if (this.now > this._timeLastSecond + 1000)
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{
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this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
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this.fpsMin = Math.min(this.fpsMin, this.fps);
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this.fpsMax = Math.max(this.fpsMax, this.fps);
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this.fpsMin = this.game.math.min(this.fpsMin, this.fps);
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this.fpsMax = this.game.math.max(this.fpsMax, this.fps);
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this._timeLastSecond = this.now;
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this.frames = 0;
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}
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@ -214,18 +221,6 @@ Phaser.Time.prototype = {
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this.pausedTime = this.now - this._pauseStarted;
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}
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if (this._justResumed)
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{
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console.log('Time just resumed');
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console.log('now', this.now);
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console.log('timeToCall', this.timeToCall);
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console.log('elapsed', this.elapsed);
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console.log('lastTime', this.lastTime);
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console.log('physicsElapsed', this.physicsElapsed);
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this._justResumed = false;
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}
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},
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/**
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@ -234,13 +229,9 @@ Phaser.Time.prototype = {
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* @private
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*/
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gamePaused: function () {
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this._pauseStarted = this.now;
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console.log('Time paused');
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console.log('now', this.now);
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console.log('timeToCall', this.timeToCall);
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console.log('elapsed', this.elapsed);
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console.log('lastTime', this.lastTime);
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console.log('physicsElapsed', this.physicsElapsed);
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},
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/**
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@ -251,10 +242,8 @@ Phaser.Time.prototype = {
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gameResumed: function () {
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// Level out the elapsed timer to avoid spikes
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this.elapsed = 0;
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this.physicsElapsed = 0;
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this.time = Date.now();
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this.pauseDuration = this.pausedTime;
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this._justResumed = true;
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},
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