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https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
Stage has had all of its core update loops modified, so they now iterate through the display list forwards, instead of in reverse. Stage.postUpdate is now also a lot smaller, with no conditional branching if there is a Camera Target or not.
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1 changed files with 11 additions and 8 deletions
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@ -145,7 +145,6 @@ Phaser.Stage.prototype.preUpdate = function () {
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this.currentRenderOrderID = 0;
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// This can't loop in reverse, we need the orderID to be in sequence
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i].preUpdate();
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@ -160,9 +159,7 @@ Phaser.Stage.prototype.preUpdate = function () {
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*/
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Phaser.Stage.prototype.update = function () {
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var i = this.children.length;
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while (i--)
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i].update();
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}
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@ -173,22 +170,28 @@ Phaser.Stage.prototype.update = function () {
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* This is called automatically before the renderer runs and after the plugins have updated.
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* In postUpdate this is where all the final physics calculations and object positioning happens.
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* The objects are processed in the order of the display list.
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* The only exception to this is if the camera is following an object, in which case that is updated first.
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*
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* @method Phaser.Stage#postUpdate
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*/
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Phaser.Stage.prototype.postUpdate = function () {
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var i = this.children.length;
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// Apply the camera shake, fade, bounds, etc
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this.game.camera.update();
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while (i--)
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i].postUpdate();
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}
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this.updateTransform();
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this.game.world.camera.update();
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if (this.game.camera.target)
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{
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// The side-effect of this is that the Target may move into a tilemap
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// (or colliding object?) and then get pushed out for one render pass
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// which causes a weird jittering effect.
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this.game.camera.updateTarget();
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}
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};
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