Calling Matter.World.pause would stop the world updating, but the Runner timeLastTick wasn't reset when resume was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892

This commit is contained in:
Richard Davey 2024-08-25 21:53:37 +01:00
parent 48f3769e55
commit 59ce761140
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@ -1164,6 +1164,8 @@ var World = new Class({
{
this.enabled = true;
this.runner.timeLastTick = Common.now();
this.emit(Events.RESUME);
return this;