mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
Merge branch 'master' of https://github.com/photonstorm/phaser
This commit is contained in:
commit
fe22495000
7 changed files with 165 additions and 52 deletions
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@ -9,7 +9,8 @@
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"WEBGL_RENDERER": true,
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"CANVAS_RENDERER": true,
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"Phaser": true,
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"p2": true
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"p2": true,
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"ActiveXObject": true
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},
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"rules": {
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@ -1,14 +1,15 @@
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/**
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* [description]
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* Adds the given element to the DOM. If a parent is provided the element is added as a child of the parent, providing it was able to access it.
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* If no parent was given or falls back to using `document.body`.
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*
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* @function Phaser.Dom.AddToDOM
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* @since 3.0.0
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*
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* @param {any} element - [description]
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* @param {any} parent - [description]
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* @param {object} element - The element to be added to the DOM. Usually a Canvas object.
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* @param {string|object} [parent] - The parent in which to add the element. Can be a string which is passed to `getElementById` or an actual DOM object.
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* @param {boolean} [overflowHidden=true] - [description]
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*
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* @return {any} [description]
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* @return {object} The element that was added to the DOM.
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*/
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var AddToDOM = function (element, parent, overflowHidden)
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{
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@ -3,7 +3,9 @@ var OS = require('../device/OS');
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var isBooted = false;
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/**
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* [description]
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* Inspects the readyState of the document. If the document is already complete then it invokes the given callback.
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* If not complete it sets up several event listeners such as `deviceready`, and once those fire, it invokes the callback.
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* Called automatically by the Phaser.Game instance. Should not usually be access directly.
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*
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* @function Phaser.Dom.DOMContentLoaded
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* @since 3.0.0
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@ -1,12 +1,14 @@
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/**
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* [description]
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* Takes the given data string and parses it as XML.
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* First tries to use the window.DOMParser and reverts to the Microsoft.XMLDOM if that fails.
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* The parsed XML object is returned, or `null` if there was an error while parsing the data.
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*
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* @function Phaser.Dom.ParseXML
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* @since 3.0.0
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*
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* @param {string} data - The XML source stored in a string.
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*
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* @return {any} [description]
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* @return {any} The parsed XML data, or `null` if the data could not be parsed.
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*/
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var ParseXML = function (data)
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{
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@ -1,10 +1,10 @@
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/**
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* [description]
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* Attempts to remove the element from its parentNode in the DOM.
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*
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* @function Phaser.Dom.RemoveFromDOM
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* @since 3.0.0
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*
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* @param {any} element - [description]
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* @param {any} element - The DOM element to remove from its parent node.
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*/
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var RemoveFromDOM = function (element)
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{
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@ -1,67 +1,149 @@
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var Class = require('../utils/Class');
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var NOOP = require('../utils/NOOP');
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// Abstracts away the use of RAF or setTimeOut for the core game update loop.
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var RequestAnimationFrame = function ()
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{
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// @property {boolean} isRunning - true if RequestAnimationFrame is running, otherwise false.
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this.isRunning = false;
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var RequestAnimationFrame = new Class({
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this.callback = NOOP;
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initialize:
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this.tick = 0;
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// @property {boolean} isSetTimeOut - True if the browser is using setTimeout instead of rAf.
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this.isSetTimeOut = false;
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// @property {number} timeOutID - The callback setTimeout or rAf callback ID used when calling cancel.
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this.timeOutID = null;
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var _this = this;
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// timestamp = DOMHighResTimeStamp
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var step = function (timestamp)
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/**
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* Abstracts away the use of RAF or setTimeOut for the core game update loop.
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* This is invoked automatically by the Phaser.Game instance.
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*
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* @class RequestAnimationFrame
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* @memberOf Phaser.DOM
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* @constructor
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* @since 3.0.0
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*/
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function RequestAnimationFrame ()
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{
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_this.tick = timestamp;
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/**
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* True if RequestAnimationFrame is running, otherwise false.
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*
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* @property {boolean} isRunning
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* @default false
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* @since 3.0.0
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*/
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this.isRunning = false;
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_this.callback(timestamp);
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/**
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* The callback to be invoked each step.
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*
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* @property {function} callback
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* @since 3.0.0
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*/
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this.callback = NOOP;
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_this.timeOutID = window.requestAnimationFrame(step);
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};
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/**
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* The most recent timestamp. Either a DOMHighResTimeStamp under RAF or `Date.now` under SetTimeout.
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*
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* @property {DOMHighResTimeStamp|number} tick
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* @default 0
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* @since 3.0.0
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*/
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this.tick = 0;
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var stepTimeout = function ()
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{
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var d = Date.now();
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/**
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* True if the step is using setTimeout instead of RAF.
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*
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* @property {boolean} isSetTimeOut
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* @default false
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* @since 3.0.0
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*/
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this.isSetTimeOut = false;
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_this.tick = d;
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/**
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* The setTimeout or RAF callback ID used when canceling them.
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*
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* @property {?number} timeOutID
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* @default null
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* @since 3.0.0
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*/
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this.timeOutID = null;
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_this.callback(d);
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/**
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* The previous time the step was called.
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*
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* @property {number} lastTime
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* @default 0
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* @since 3.0.0
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*/
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this.lastTime = 0;
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_this.timeOutID = window.setTimeout(stepTimeout, _this.timeToCall);
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};
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var _this = this;
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this.step = step;
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this.stepTimeout = stepTimeout;
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};
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/**
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* The RAF step function.
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* Updates the local tick value, invokes the callback and schedules another call to requestAnimationFrame.
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*
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* @property {function} step
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* @since 3.0.0
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*/
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this.step = function step (timestamp)
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{
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// DOMHighResTimeStamp
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_this.lastTime = _this.tick;
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RequestAnimationFrame.prototype.constructor = RequestAnimationFrame;
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_this.tick = timestamp;
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RequestAnimationFrame.prototype = {
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_this.callback(timestamp);
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// Starts the requestAnimationFrame running or setTimeout if unavailable in browser
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_this.timeOutID = window.requestAnimationFrame(step);
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};
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/**
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* The SetTimeout step function.
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* Updates the local tick value, invokes the callback and schedules another call to setTimeout.
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*
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* @property {function} stepTimeout
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* @since 3.0.0
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*/
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this.stepTimeout = function stepTimeout ()
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{
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var d = Date.now();
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var delay = Math.max(16 + _this.lastTime - d, 0);
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_this.lastTime = _this.tick;
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_this.tick = d;
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_this.callback(d);
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_this.timeOutID = window.setTimeout(stepTimeout, delay);
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};
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},
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/**
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* Starts the requestAnimationFrame or setTimeout process running.
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*
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* @method Phaser.DOM.RequestAnimationFrame#start
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* @since 3.0.0
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*
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* @param {function} callback - The callback to invoke each step.
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* @param {boolean} forceSetTimeOut - Should it use SetTimeout, even if RAF is available?
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*/
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start: function (callback, forceSetTimeOut)
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{
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if (this.isRunning)
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{
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return;
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}
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this.callback = callback;
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this.isSetTimeOut = forceSetTimeOut;
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this.isRunning = true;
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var _this = this;
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this.timeOutID = (forceSetTimeOut) ? window.setTimeout(_this.stepTimeout, 0) : window.requestAnimationFrame(_this.step);
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this.timeOutID = (forceSetTimeOut) ? window.setTimeout(this.stepTimeout, 0) : window.requestAnimationFrame(this.step);
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},
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// Stops the requestAnimationFrame from running.
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/**
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* Stops the requestAnimationFrame or setTimeout from running.
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*
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* @method Phaser.DOM.RequestAnimationFrame#stop
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* @since 3.0.0
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*/
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stop: function ()
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{
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this.isRunning = false;
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}
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},
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/**
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* Stops the step from running and clears the callback reference.
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*
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* @method Phaser.DOM.RequestAnimationFrame#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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this.stop();
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this.callback = NOOP;
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}
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};
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});
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module.exports = RequestAnimationFrame;
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@ -2,24 +2,43 @@ var Class = require('../utils/Class');
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var EE = require('eventemitter3');
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var PluginManager = require('../plugins/PluginManager');
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// Phaser.EventEmitter
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var EventEmitter = new Class({
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Extends: EE,
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initialize:
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/**
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* EventEmitter is a Scene Systems plugin compatible version of eventemitter3.
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*
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* @class EventEmitter
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* @extends eventemitter3
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* @memberOf Phaser.Events
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* @constructor
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* @since 3.0.0
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*/
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function EventEmitter ()
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{
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EE.call(this);
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},
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/**
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* Removes all listeners.
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*
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* @method Phaser.Events.EventEmitter#shutdown
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* @since 3.0.0
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*/
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shutdown: function ()
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{
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this.removeAllListeners();
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},
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/**
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* Removes all listeners.
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*
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* @method Phaser.Events.EventEmitter#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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this.removeAllListeners();
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