Put the Timer.timeCap back to 1000 as this will be a major breaking change to existing code otherwise. It may be incorrect, but it can't happen in this point release.

This commit is contained in:
photonstorm 2014-10-15 21:37:17 +01:00
parent 9140163c85
commit c0b752e0a6

View file

@ -67,7 +67,8 @@ Phaser.Timer = function (game, autoDestroy) {
/**
* @property {number} timeCap - If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations.
*/
this.timeCap = 1 / 60 * 1000;
// this.timeCap = 1 / 60 * 1000;
this.timeCap = 1000;
/**
* @property {boolean} paused - The paused state of the Timer. You can pause the timer by calling Timer.pause() and Timer.resume() or by the game pausing.