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https://github.com/photonstorm/phaser
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86374d4437
Phaser.Timer.stop has a new parameter: clearEvents (default true), if true all the events in Timer will be cleared, otherwise they will remain (fixes #383)
42 lines
No EOL
926 B
JavaScript
42 lines
No EOL
926 B
JavaScript
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { create: create});
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var counter = 0
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var explicitlyPaused = false
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function create() {
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game.stage.backgroundColor = '#6688ee';
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timer = game.time.create(false);
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timer.repeat(Phaser.Timer.SECOND, 10, step, this);
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game.onPause.add(handleGamePaused)
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game.onResume.add(handleGameResumed)
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//prevent init tick error
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setTimeout(function(){
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timer.start()
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}, 250)
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}
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function handleGamePaused(){
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console.log('game paused')
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}
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function handleGameResumed(){
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console.log('game resumed')
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}
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function step(){
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counter++
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console.log('timer step', counter)
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if(counter == 3){
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pauseTimer()
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}
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if(counter > 3){
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console.log('this should never happen! Paused since step #3')
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}
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}
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function pauseTimer(){
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if(explicitlyPaused) return
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console.log('pause timer triggered')
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explicitlyPaused = true
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timer.pause()
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} |