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https://github.com/photonstorm/phaser
synced 2024-11-10 23:24:41 +00:00
Removed the coreUpdate Game loop stuff and reverted to previous method.
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parent
274fd4a7e9
commit
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2 changed files with 34 additions and 98 deletions
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@ -17,7 +17,7 @@ var bunny;
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var block;
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var wizball;
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var result = '';
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var result = 'Click a body';
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function create() {
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130
src/core/Game.js
130
src/core/Game.js
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@ -211,16 +211,6 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
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*/
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this.particles = null;
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/**
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* @property {function} update - The current update method being called.
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*/
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this.update = this.coreUpdate;
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/**
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* @property {function} render - The current render method being called.
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*/
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this.render = this.coreRender;
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/**
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* @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
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* @default
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@ -544,11 +534,7 @@ Phaser.Game.prototype = {
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this.context = null;
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}
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if (this.renderType === Phaser.HEADLESS)
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{
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this.render = this.headlessRender;
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}
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else
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if (this.renderType !== Phaser.HEADLESS)
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{
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this.stage.smoothed = this.antialias;
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@ -558,96 +544,54 @@ Phaser.Game.prototype = {
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},
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/**
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* The core game loop.
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*
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* @method Phaser.Game#coreUpdate
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* @protected
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* @param {number} time - The current time as provided by RequestAnimationFrame.
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*/
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coreUpdate: function (time) {
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this.time.update(time);
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this.debug.preUpdate();
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this.state.preUpdate();
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this.plugins.preUpdate();
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this.stage.preUpdate();
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this.stage.update();
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this.tweens.update();
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this.sound.update();
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this.input.update();
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this.state.update();
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this.physics.update();
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this.particles.update();
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this.plugins.update();
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this.stage.postUpdate();
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this.plugins.postUpdate();
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this.render();
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},
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/**
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* The core game loop when in a paused state.
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*
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* @method Phaser.Game#pausedUpdate
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* @method Phaser.Game#update
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* @protected
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* @param {number} time - The current time as provided by RequestAnimationFrame.
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*/
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pausedUpdate: function (time) {
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update: function (time) {
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this.debug.preUpdate();
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this.render();
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},
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/**
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* The core game loop when in a Stepped state.
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*
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* @method Phaser.Game#steppedUpdate
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* @protected
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* @param {number} time - The current time as provided by RequestAnimationFrame.
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*/
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steppedUpdate: function (time) {
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if (!this.pendingStep)
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if (!this._paused && !this.pendingStep)
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{
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if (this.stepping)
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{
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this.pendingStep = true;
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}
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this.coreUpdate();
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this.time.update(time);
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this.debug.preUpdate();
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this.state.preUpdate();
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this.plugins.preUpdate();
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this.stage.preUpdate();
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this.stage.update();
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this.tweens.update();
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this.sound.update();
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this.input.update();
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this.state.update();
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this.physics.update();
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this.particles.update();
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this.plugins.update();
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this.stage.postUpdate();
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this.plugins.postUpdate();
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}
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else
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{
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this.debug.preUpdate();
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}
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},
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if (this.renderType != Phaser.HEADLESS)
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{
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this.renderer.render(this.stage);
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this.plugins.render();
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this.state.render();
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this.plugins.postRender();
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}
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/**
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* The core render loop.
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*
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* @method Phaser.Game#coreRender
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* @protected
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*/
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coreRender: function () {
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this.renderer.render(this.stage);
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this.plugins.render();
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this.state.render();
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this.plugins.postRender();
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},
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/**
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* The empty headless render loop.
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*
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* @method Phaser.Game#headlessRender
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* @protected
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*/
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headlessRender: function () {
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},
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/**
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@ -662,8 +606,6 @@ Phaser.Game.prototype = {
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this.pendingStep = false;
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this.stepCount = 0;
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this.update = this.steppedUpdate;
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},
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/**
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@ -676,8 +618,6 @@ Phaser.Game.prototype = {
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this.stepping = false;
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this.pendingStep = false;
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this.update = this.coreUpdate;
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},
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/**
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@ -733,7 +673,6 @@ Phaser.Game.prototype = {
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this.time.gamePaused(time);
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this.sound.setMute();
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this.onPause.dispatch(this);
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this.update = this.pausedUpdate;
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}
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},
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@ -754,7 +693,6 @@ Phaser.Game.prototype = {
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this.input.reset();
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this.sound.unsetMute();
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this.onResume.dispatch(this);
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this.update = this.coreUpdate;
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}
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}
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@ -786,7 +724,6 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
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this.sound.mute = true;
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this.time.gamePaused();
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this.onPause.dispatch(this);
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this.update = this.pausedUpdate;
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}
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}
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else
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@ -799,7 +736,6 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
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this.sound.mute = false;
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this.time.gameResumed();
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this.onResume.dispatch(this);
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this.update = this.coreUpdate;
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}
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}
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