Under setTimeOut (or when forceSetTimeOut was true) the Time was incorrectly setting Time.timeExpected causing game updates to lag (thanks @satan6 #2087)

This commit is contained in:
photonstorm 2015-09-14 16:31:16 +01:00
parent 5c30a228bb
commit a8e972b25a
2 changed files with 3 additions and 2 deletions

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@ -290,6 +290,7 @@ If you are an exceptional JavaScript developer and would like to join the Phaser
* Sound.onEndedHandler has a fix for AudioBufferSourceNode listener memory leak (thanks @Pappa #2069)
* Game.update could call `updateLogic` multiple times in a single frame when catching up with slow device frame rates. This would cause Tweens to advance at twice the speed they should have done (thanks @mkristo)
* Added useCapture flags to removeEventListener in MSPointer class (thanks @pmcmonagle #2055)
* Under setTimeOut (or when `forceSetTimeOut` was true) the Time was incorrectly setting `Time.timeExpected` causing game updates to lag (thanks @satan6 #2087)
For changes in previous releases please see the extensive [Version History](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md).

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@ -385,10 +385,10 @@ Phaser.Time.prototype = {
if (this.game.raf._isSetTimeOut)
{
// time to call this function again in ms in case we're using timers instead of RequestAnimationFrame to update the game
this.timeToCall = Math.floor(Math.max(0, (1000.0 / this._desiredFps) - (this.timeCallExpected - time)));
this.timeToCall = Math.floor(Math.max(0, (1000.0 / this._desiredFps) - (this.timeExpected - time)));
// time when the next call is expected if using timers
this.timeCallExpected = time + this.timeToCall;
this.timeExpected = time + this.timeToCall;
}
if (this.advancedTiming)