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Testing new fps limit system
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1 changed files with 24 additions and 1 deletions
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@ -109,6 +109,23 @@ var TimeStep = new Class({
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*/
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this.targetFps = GetValue(config, 'target', 60);
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/**
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* Enforce a frame rate limit. This forces how often the Game step will run. By default it is zero,
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* which means it will run at whatever limit the browser (via RequestAnimationFrame) can handle, which
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* is the optimum rate for fast-action games. However, if you are building a non-game like a graphics
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* generator, or low-intensity game, you can lower the step rate via this value (and its related config
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* value). Setting this _beyond_ the rate of RequestAnimationFrame will make no difference at all.
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* Use it purely to _restrict_ updates in low-intensity situations.
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*
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* @name Phaser.Core.TimeStep#limitFps
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* @type {number}
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* @default 0
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* @since 3.60.0
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*/
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this.limitFps = GetValue(config, 'limit', 0);
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this.limitFpsTriggered = false;
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/**
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* The minFps value in ms.
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* Defaults to 200ms between frames (i.e. super slow!)
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@ -589,11 +606,17 @@ var TimeStep = new Class({
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this.actualFps = 0.25 * this.framesThisSecond + 0.75 * this.actualFps;
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this.nextFpsUpdate = time + 1000;
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this.framesThisSecond = 0;
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this.limitFpsTriggered = false;
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}
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this.framesThisSecond++;
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this.callback(time, avg);
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if (this.limitFps === 0 || (!this.limitFpsTriggered && this.framesThisSecond >= this.limitFps))
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{
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this.callback(time, avg);
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this.limitFpsTriggered = true;
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}
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// Shift time value over
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this.lastTime = time;
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