mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
Timer class overhaul.
This commit is contained in:
parent
7aa45b5872
commit
aa3a86df6e
4 changed files with 312 additions and 79 deletions
45
examples/wip/timer simple.js
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45
examples/wip/timer simple.js
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@ -0,0 +1,45 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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var timer;
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function create() {
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game.stage.backgroundColor = '#007236';
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timer = game.time.create(1000, false);
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timer.repeat(1, 10);
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timer.onEvent.add(addSprite, this);
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timer.start();
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// text = game.add.text(0, 0, "Text Above Sprites", { font: "64px Arial", fill: "#00bff3", align: "center" });
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}
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function addSprite() {
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game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
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}
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function update() {
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}
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function render() {
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game.debug.renderText(timer.ms, 32, 32);
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// game.debug.renderCameraInfo(game.camera, 32, 32);
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}
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@ -118,10 +118,55 @@ Phaser.Time = function (game) {
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*/
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this._justResumed = false;
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/**
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* @property {array} _timers - Internal store of Phaser.Timer objects.
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* @private
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*/
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this._timers = [];
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};
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Phaser.Time.prototype = {
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/**
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* Creates a new Phaser.Timer object.
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* @method Phaser.Time#create
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* @param {number} [timeUnit=1000] - The number of ms that represent 1 unit of time. For example a timer that ticks every second would have a timeUnit value of 1000.
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* @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
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* @return {Phaser.Timer} The Timer object that was created.
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*/
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create: function (timeUnit, autoDestroy) {
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if (typeof autoDestroy === 'undefined') { autoDestroy = true; }
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var timer = new Phaser.Timer(this.game, timeUnit, autoDestroy);
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if (typeof delay !== 'undefined')
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{
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timer.add(delay);
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}
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this._timers.push(timer);
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return timer;
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},
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/**
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* Remove all Timer objects, regardless of their state.
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* @method Phaser.Time#removeAll
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*/
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removeAll: function () {
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for (var i = 0; i < this._timers.length; i++)
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{
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this._timers[i].destroy();
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}
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this._timers = [];
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},
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/**
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* Updates the game clock and calculate the fps. This is called automatically by Phaser.Game.
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* @method Phaser.Time#update
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@ -171,6 +216,23 @@ Phaser.Time.prototype = {
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this.pausedTime = this.now - this._pauseStarted;
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}
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var i = 0;
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var len = this._timers.length;
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while (i < len)
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{
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if (this._timers[i].update(this.now))
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{
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i++;
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}
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else
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{
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this._timers.splice(i, 1);
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len--;
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}
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}
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},
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/**
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@ -5,14 +5,21 @@
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*/
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/**
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* Timer constructor.
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* A Timer is a way to create small re-usable or disposable objects that do nothing but wait for a specific moment in time, and then dispatch an event.
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* You can add as many events to a Timer as you like, each with their own delays. A Timer uses its own timeUnit, which directly correlates to milliseconds.
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* For example a Timer with a timeUnit of 250 would fire an event every quarter of a second.
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*
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* @class Phaser.Timer
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* @classdesc A Timer
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* @classdesc A Timer is a way to create small re-usable or disposable objects that do nothing but wait for a specific moment in time, and then dispatch an event.
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* @constructor
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* @param {Phaser.Game} game A reference to the currently running game.
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* @param {number} [timeUnit=1000] - The number of ms that represent 1 unit of time. For example a timer that ticks every second would have a timeUnit value of 1000.
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* @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
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*/
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Phaser.Timer = function (game) {
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Phaser.Timer = function (game, timeUnit, autoDestroy) {
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if (typeof timeUnit === 'undefined') { timeUnit = Phaser.Timer.SECOND; }
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if (typeof autoDestroy === 'undefined') { autoDestroy = true; }
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/**
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* @property {Phaser.Game} game - Local reference to game.
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@ -20,92 +27,154 @@ Phaser.Timer = function (game) {
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this.game = game;
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/**
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* The time at which this Timer instance started.
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* @property {number} _started
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* @property {number} _started - The time at which this Timer instance started.
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* @private
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* @default
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*/
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this._started = 0;
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/**
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* The time (in ms) that the last second counter ticked over.
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* @property {number} _timeLastSecond
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* @private
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* @property {boolean} running - True if the Timer is actively running.
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* @default
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*/
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this._timeLastSecond = 0;
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this.running = false;
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/**
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* @property {boolean} pauseWithGame - If true then the timer will update itself automatically if the game pauses, otherwise it will carry on dispatching regardless.
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* @default
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*/
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this.pauseWithGame = true;
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/**
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* @property {boolean} autoDestroy - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
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*/
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this.autoDestroy = autoDestroy;
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/**
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* @property {boolean} expired - An expired Timer is one in which all of its events have been dispatched and none are pending.
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* @default
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*/
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this.expired = false;
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/**
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* @property {array} events - An array holding the event data.
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*/
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this.events = [];
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/**
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* This is the event you should listen for. It will be dispatched whenever one of your events is triggered.
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* It will pass whatever properties you set-up for the event as parameters.
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* @property {Phaser.Signal} onEvent
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*/
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this.onEvent = new Phaser.Signal();
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// Need to add custom FPS rate, for now we'll just use seconds
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/**
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* @property {number} timeUnit - The unit of time being used by this Timer.
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*/
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this.timeUnit = timeUnit;
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Timer.MINUTE = 60000;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Timer.SECOND = 1000;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Timer.HALF = 500;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Timer.QUARTER = 250;
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Phaser.Timer.prototype = {
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// delay could be from now, when the timer is created, or relative to an already running timer
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/**
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* Creates a new Event on this Timer.
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* @method Phaser.Timer#_create
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* @private
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*/
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_create: function (delay, loop, repeatCount, args) {
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// add: function (delay, callback, callbackContext) {
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this.events.push({
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delay: delay,
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tick: delay,
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expired: false,
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repeatCount: repeatCount,
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loop: loop,
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args: args
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});
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this.expired = false;
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},
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/**
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* Adds a new Event to this Timer. The event will fire after the given amount of 'delay' has passed if the Timer is running.
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* Call Timer.start() once you have added all of the Events you require for this Timer.
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* @method Phaser.Timer#add
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* @param {number} [delay] - The number of timeUnits before the Timer will dispatch its onEvent signal.
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*/
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add: function (delay) {
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this.events.push({
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delay: delay,
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dispatched: false,
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repeatCount: 0,
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loop: false,
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args: Array.prototype.splice.call(arguments, 1)
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});
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// this.events.push({
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// delay: delay,
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// dispatched: false,
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// callback: callback,
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// callbackContext: callbackContext,
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// args: Array.prototype.splice.call(arguments, 3)
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// });
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this._create(delay, false, 0, Array.prototype.splice.call(arguments, 1));
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},
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/**
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* Adds a new Event to this Timer that will repeat for the given number of iterations.
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* The event will fire after the given amount of 'delay' has passed if the Timer is running.
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* Call Timer.start() once you have added all of the Events you require for this Timer.
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* @method Phaser.Timer#repeat
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* @param {number} [delay] - The number of timeUnits before the Timer will dispatch its onEvent signal.
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* @param {number} [count] - The number of times to repeat this Event.
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*/
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repeat: function (delay, count) {
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this.events.push({
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delay: delay,
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dispatched: false,
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repeatCount: count,
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loop: false,
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args: Array.prototype.splice.call(arguments, 2)
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});
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this._create(delay, false, count, Array.prototype.splice.call(arguments, 2));
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},
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/**
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* Adds a new looped Event to this Timer that will repeat forever or until the Timer is stopped.
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* The event will fire after the given amount of 'delay' has passed if the Timer is running.
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* Call Timer.start() once you have added all of the Events you require for this Timer.
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* @method Phaser.Timer#loop
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* @param {number} [delay] - The number of timeUnits before the Timer will dispatch its onEvent signal.
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*/
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loop: function (delay) {
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this.events.push({
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delay: delay,
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dispatched: false,
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loop: true,
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args: Array.prototype.splice.call(arguments, 2)
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});
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this._create(delay, true, 0, Array.prototype.splice.call(arguments, 1));
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},
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/**
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* Starts this Timer running.
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* @method Phaser.Timer#start
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*/
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start: function() {
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this._started = this.game.time.now;
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this.running = true;
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// sort the events based on delay here, also don't run unless events is populated
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// add ability to auto-stop once all events are done
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// add support for maximum duration
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// add support for delay before starting
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// add signals?
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},
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/**
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* Stops this Timer from running. Does not cause it to be destroyed if autoDestroy is set to true.
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* @method Phaser.Timer#stop
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*/
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stop: function() {
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this.running = false;
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@ -113,46 +182,104 @@ Phaser.Timer.prototype = {
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},
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update: function() {
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// TODO: Game Paused support
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/**
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* The main Timer update event.
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* @method Phaser.Timer#update
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* @protected
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* @param {number} time - The time from the core game clock.
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* @return {boolean} True if there are still events waiting to be dispatched, otherwise false if this Timer can be deleted.
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*/
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update: function(time) {
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if (this.running)
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{
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var seconds = this.seconds();
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var now = (time - this._started) / this.timeUnit;
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var expired = 0;
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for (var i = 0, len = this.events.length; i < len; i++)
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{
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if (this.events[i].dispatched === false && seconds >= this.events[i].delay)
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if (this.events[i].expired === false && now >= this.events[i].tick)
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{
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if (this.events[i].loop)
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{
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this.events[i].tick += this.events[i].delay - (now - this.events[i].tick);
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this.onEvent.dispatch.apply(this, this.events[i].args);
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this.events[i].delay = seconds + this.events[i].delay;
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}
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else if (this.events[i].repeatCount > 0)
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{
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this.events[i].repeatCount--;
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this.events[i].tick += this.events[i].delay - (now - this.events[i].tick);
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this.onEvent.dispatch.apply(this, this.events[i].args);
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this.events[i].delay = seconds + this.events[i].delay;
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}
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else
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{
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this.events[i].dispatched = true;
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// this.events[i].callback.apply(this.events[i].callbackContext, this.events[i].args);
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this.events[i].expired = true;
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this.onEvent.dispatch.apply(this, this.events[i].args);
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// ought to slice it now
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}
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}
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if (this.events[i].expired)
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{
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expired++;
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}
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}
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// There are no events left at all
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if (expired === this.events.length)
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{
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this.expired = true;
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}
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}
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if (this.expired && this.autoDestroy)
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{
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return false;
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}
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else
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{
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return true;
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}
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},
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seconds: function() {
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return (this.game.time.now - this._started) * 0.001;
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/**
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* Destroys this Timer. Events are not dispatched.
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* @method Phaser.Timer#destroy
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*/
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destroy: function() {
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this.onEvent.removeAll();
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this.running = false;
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this.events = [];
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}
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};
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/**
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* @name Phaser.Timer#ms
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* @property {number} ms - The duration in milliseconds that this Timer has been running for.
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* @readonly
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*/
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Object.defineProperty(Phaser.Timer.prototype, "ms", {
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get: function () {
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return this.game.time.now - this._started;
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}
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});
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/**
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* @name Phaser.Timer#seconds
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* @property {number} seconds - The duration in seconds that this Timer has been running for.
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* @readonly
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*/
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Object.defineProperty(Phaser.Timer.prototype, "seconds", {
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get: function () {
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return (this.game.time.now - this._started) * 0.001;
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}
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});
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Phaser.Timer.prototype.constructor = Phaser.Timer;
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@ -81,9 +81,9 @@ Phaser.TweenManager.prototype = {
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* @param {Phaser.Tween} tween - The tween object you want to add.
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* @returns {Phaser.Tween} The tween object you added to the manager.
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*/
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add: function ( tween ) {
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add: function (tween) {
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this._add.push( tween );
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this._add.push(tween);
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},
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@ -106,14 +106,13 @@ Phaser.TweenManager.prototype = {
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* @method Phaser.TweenManager#remove
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* @param {Phaser.Tween} tween - The tween object you want to remove.
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*/
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remove: function ( tween ) {
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remove: function (tween) {
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var i = this._tweens.indexOf( tween );
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if ( i !== -1 ) {
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var i = this._tweens.indexOf(tween);
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if (i !== -1)
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{
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this._tweens[i].pendingDelete = true;
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}
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},
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@ -126,7 +125,7 @@ Phaser.TweenManager.prototype = {
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*/
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update: function () {
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if ( this._tweens.length === 0 && this._add.length === 0 )
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if (this._tweens.length === 0 && this._add.length === 0)
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{
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return false;
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}
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@ -134,20 +133,18 @@ Phaser.TweenManager.prototype = {
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var i = 0;
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var numTweens = this._tweens.length;
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while ( i < numTweens ) {
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if ( this._tweens[ i ].update( this.game.time.now ) ) {
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while (i < numTweens)
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{
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if (this._tweens[i].update(this.game.time.now))
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{
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i++;
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} else {
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this._tweens.splice( i, 1 );
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}
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else
|
||||
{
|
||||
this._tweens.splice(i, 1);
|
||||
|
||||
numTweens--;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// If there are any new tweens to be added, do so now - otherwise they can be spliced out of the array before ever running
|
||||
|
@ -183,7 +180,8 @@ Phaser.TweenManager.prototype = {
|
|||
*/
|
||||
pauseAll: function () {
|
||||
|
||||
for (var i = this._tweens.length - 1; i >= 0; i--) {
|
||||
for (var i = this._tweens.length - 1; i >= 0; i--)
|
||||
{
|
||||
this._tweens[i].pause();
|
||||
}
|
||||
|
||||
|
@ -196,7 +194,8 @@ Phaser.TweenManager.prototype = {
|
|||
*/
|
||||
resumeAll: function () {
|
||||
|
||||
for (var i = this._tweens.length - 1; i >= 0; i--) {
|
||||
for (var i = this._tweens.length - 1; i >= 0; i--)
|
||||
{
|
||||
this._tweens[i].resume();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue