mirror of
https://github.com/photonstorm/phaser
synced 2024-09-21 06:51:55 +00:00
All Timer events are now increased by the game time on start.
This commit is contained in:
parent
622957c9b0
commit
87a0fb86b8
9 changed files with 57 additions and 12 deletions
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://www.phaser.io
|
||||
*
|
||||
* v2.0.1 "Lyrelle" - Built: Mon Mar 24 2014 02:25:16
|
||||
* v2.0.1 "Lyrelle" - Built: Mon Mar 24 2014 12:12:46
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -27255,9 +27255,20 @@ Phaser.Timer.prototype = {
|
|||
*/
|
||||
start: function () {
|
||||
|
||||
if (this.running)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._started = this.game.time.now;
|
||||
|
||||
this.running = true;
|
||||
|
||||
for (var i = 0; i < this.events.length; i++)
|
||||
{
|
||||
this.events[i].tick = this.events[i].delay + this._started;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
|
4
build/custom/phaser-no-libs.min.js
vendored
4
build/custom/phaser-no-libs.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://www.phaser.io
|
||||
*
|
||||
* v2.0.1 "Lyrelle" - Built: Mon Mar 24 2014 02:25:16
|
||||
* v2.0.1 "Lyrelle" - Built: Mon Mar 24 2014 12:12:46
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -9604,7 +9604,7 @@ PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();
|
|||
*
|
||||
* Phaser - http://www.phaser.io
|
||||
*
|
||||
* v2.0.1 "Lyrelle" - Built: Mon Mar 24 2014 02:25:16
|
||||
* v2.0.1 "Lyrelle" - Built: Mon Mar 24 2014 12:12:46
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -36852,9 +36852,20 @@ Phaser.Timer.prototype = {
|
|||
*/
|
||||
start: function () {
|
||||
|
||||
if (this.running)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._started = this.game.time.now;
|
||||
|
||||
this.running = true;
|
||||
|
||||
for (var i = 0; i < this.events.length; i++)
|
||||
{
|
||||
this.events[i].tick = this.events[i].delay + this._started;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
|
4
build/custom/phaser-no-physics.min.js
vendored
4
build/custom/phaser-no-physics.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://www.phaser.io
|
||||
*
|
||||
* v2.0.1 "Lyrelle" - Built: Mon Mar 24 2014 02:25:16
|
||||
* v2.0.1 "Lyrelle" - Built: Mon Mar 24 2014 12:12:46
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -9604,7 +9604,7 @@ PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();
|
|||
*
|
||||
* Phaser - http://www.phaser.io
|
||||
*
|
||||
* v2.0.1 "Lyrelle" - Built: Mon Mar 24 2014 02:25:16
|
||||
* v2.0.1 "Lyrelle" - Built: Mon Mar 24 2014 12:12:46
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -36852,9 +36852,20 @@ Phaser.Timer.prototype = {
|
|||
*/
|
||||
start: function () {
|
||||
|
||||
if (this.running)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._started = this.game.time.now;
|
||||
|
||||
this.running = true;
|
||||
|
||||
for (var i = 0; i < this.events.length; i++)
|
||||
{
|
||||
this.events[i].tick = this.events[i].delay + this._started;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
|
File diff suppressed because one or more lines are too long
4
build/phaser.min.js
vendored
4
build/phaser.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -39,6 +39,7 @@ Bug Fixes
|
|||
* BitmapDatas when used as Game Object textures in WebGL now update themselves properly.
|
||||
* Timer.ms now correctly reports the ms time even if the Timer has been paused (thanks Nambew, fix #624)
|
||||
* If you added a Tileset to an empty map it would eventually throw an out of memory error.
|
||||
* Timer objects incorrectly set the first tick value on events if you added the events prior to starting them.
|
||||
|
||||
|
||||
Updated
|
||||
|
|
|
@ -234,9 +234,20 @@ Phaser.Timer.prototype = {
|
|||
*/
|
||||
start: function () {
|
||||
|
||||
if (this.running)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._started = this.game.time.now;
|
||||
|
||||
this.running = true;
|
||||
|
||||
for (var i = 0; i < this.events.length; i++)
|
||||
{
|
||||
this.events[i].tick = this.events[i].delay + this._started;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in a new issue