mirror of
https://github.com/photonstorm/phaser
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249 lines
7.3 KiB
JavaScript
249 lines
7.3 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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// My thanks to Isaac Sukin for creating MainLoop.js, on which lots of this is based.
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Phaser.State.MainLoop = function (state, framerate)
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{
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/**
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* @property {Phaser.State} state
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*/
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this.state = state;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = state.game;
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// The amount of time (in milliseconds) to simulate each time update() runs.
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this.timestep = 1000 / framerate;
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this.physicsStep = 1 / framerate;
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// The cumulative amount of in-app time that hasn't been simulated yet.
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// See the comments inside animate() for details.
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this.frameDelta = 0;
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// The timestamp in milliseconds of the last time the main loop was run.
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// Used to compute the time elapsed between frames.
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this.lastFrameTimeMs = 0;
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// An exponential moving average of the frames per second.
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this.fps = 60;
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// The timestamp (in milliseconds) of the last time the `fps` moving
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// average was updated.
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this.lastFpsUpdate = 0;
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// The number of frames delivered in the current second.
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this.framesThisSecond = 0;
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// The number of times update() is called in a given frame. This is only
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// relevant inside of animate(), but a reference is held externally so that
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// this variable is not marked for garbage collection every time the main
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// loop runs.
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this.numUpdateSteps = 0;
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// The minimum amount of time in milliseconds that must pass since the last
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// frame was executed before another frame can be executed. The
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// multiplicative inverse caps the FPS (the default of zero means there is
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// no cap).
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this.minFrameDelay = 0;
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// Whether the main loop is running.
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this.running = false;
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// `true` if `MainLoop.start()` has been called and the most recent time it
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// was called has not been followed by a call to `MainLoop.stop()`. This is
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// different than `running` because there is a delay of a few milliseconds
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// after `MainLoop.start()` is called before the application is considered
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// "running." This delay is due to waiting for the next frame.
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this.started = false;
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// Whether the simulation has fallen too far behind real time.
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// Specifically, `panic` will be set to `true` if too many updates occur in
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// one frame. This is only relevant inside of animate(), but a reference is
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// held externally so that this variable is not marked for garbage
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// collection every time the main loop runs.
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this.panic = false;
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};
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Phaser.State.MainLoop.prototype.constructor = Phaser.State.MainLoop;
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Phaser.State.MainLoop.prototype = {
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setMaxFPS: function (fps)
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{
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if (fps === 0)
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{
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this.stop();
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}
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else
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{
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this.minFrameDelay = 1000 / fps;
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}
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},
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getMaxFPS: function ()
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{
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return 1000 / this.minFrameDelay;
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},
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resetFrameDelta: function ()
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{
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var oldFrameDelta = this.frameDelta;
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this.frameDelta = 0;
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return oldFrameDelta;
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},
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start: function ()
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{
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if (this.started)
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{
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return this;
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}
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this.started = true;
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this.running = true;
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this.lastFrameTimeMs = window.performance.now();
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this.lastFpsUpdate = window.performance.now();
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this.framesThisSecond = 0;
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},
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// timestamp = DOMHighResTimeStamp
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step: function (timestamp)
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{
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// Throttle the frame rate (if minFrameDelay is set to a non-zero value by
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// `MainLoop.setMaxAllowedFPS()`).
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if (timestamp < this.lastFrameTimeMs + this.minFrameDelay)
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{
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return;
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}
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// frameDelta is the cumulative amount of in-app time that hasn't been
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// simulated yet. Add the time since the last frame. We need to track total
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// not-yet-simulated time (as opposed to just the time elapsed since the
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// last frame) because not all actually elapsed time is guaranteed to be
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// simulated each frame. See the comments below for details.
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this.frameDelta += timestamp - this.lastFrameTimeMs;
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this.lastFrameTimeMs = timestamp;
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// Run any updates that are not dependent on time in the simulation.
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// Here we'll need to run things like tween.update, input.update, etc.
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this.state.sys.begin(timestamp, this.frameDelta);
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// Update the estimate of the frame rate, `fps`. Every second, the number
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// of frames that occurred in that second are included in an exponential
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// moving average of all frames per second, with an alpha of 0.25. This
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// means that more recent seconds affect the estimated frame rate more than
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// older seconds.
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if (timestamp > this.lastFpsUpdate + 1000)
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{
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// Compute the new exponential moving average with an alpha of 0.25.
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// Using constants inline is okay here.
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this.fps = 0.25 * this.framesThisSecond + 0.75 * this.fps;
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this.lastFpsUpdate = timestamp;
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this.framesThisSecond = 0;
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}
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this.framesThisSecond++;
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this.numUpdateSteps = 0;
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var step = this.timestep;
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while (this.frameDelta >= step)
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{
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// this.update(this.timestep);
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this.state.sys.update(step, this.physicsStep);
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for (var c = 0; c < this.state.sys.children.list.length; c++)
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{
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var child = this.state.sys.children.list[c];
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if (child.exists)
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{
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child.update(step);
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}
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}
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// Dev level callback
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this.state.update(step);
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this.frameDelta -= this.timestep;
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if (++this.numUpdateSteps >= 240)
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{
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this.panic = true;
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break;
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}
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}
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this.state.sys.preRender();
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this.state.sys.updates.start();
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if (this.state.settings.visible && this.state.sys.color.alpha !== 0 && this.state.sys.children.list.length > 0)
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{
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this.game.renderer.render(this.state, this.frameDelta / this.timestep);
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}
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this.state.sys.updates.stop();
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// Run any updates that are not dependent on time in the simulation.
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this.state.sys.end(this.fps, this.panic);
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this.panic = false;
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},
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/*
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update: function (timestep)
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{
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this.state.sys.update(timestep);
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var c;
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var child;
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for (var c = 0; c < this.state.sys.children.list.length; c++)
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{
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var child = this.state.sys.children.list[c];
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if (child.exists)
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{
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child.update(timestep);
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}
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}
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// Dev level callback
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this.state.update(timestep);
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for (c = 0; c < this.state.sys.children.list.length; c++)
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{
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var child = this.state.sys.children.list[c];
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if (child.exists)
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{
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child.update(timestep);
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}
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}
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},
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*/
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stop: function ()
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{
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this.running = false;
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this.started = false;
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return this;
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}
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};
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