mirror of
https://github.com/photonstorm/phaser
synced 2024-12-21 02:23:29 +00:00
173 lines
4.3 KiB
JavaScript
173 lines
4.3 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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/**
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* Abstracts away the use of RAF or setTimeOut for the core game update loop.
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*
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* @class Phaser.RequestAnimationFrame
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {boolean} [forceSetTimeOut=false] - Tell Phaser to use setTimeOut even if raf is available.
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*/
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Phaser.RequestAnimationFrame = function(game, forceSetTimeOut) {
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if (forceSetTimeOut === undefined) { forceSetTimeOut = false; }
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/**
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* @property {Phaser.Game} game - The currently running game.
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*/
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this.game = game;
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/**
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* @property {boolean} isRunning - true if RequestAnimationFrame is running, otherwise false.
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* @default
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*/
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this.isRunning = false;
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/**
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* @property {boolean} forceSetTimeOut - Tell Phaser to use setTimeOut even if raf is available.
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*/
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this.forceSetTimeOut = forceSetTimeOut;
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var vendors = [
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'ms',
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'moz',
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'webkit',
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'o'
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];
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for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)
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{
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window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
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window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
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}
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/**
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* @property {boolean} _isSetTimeOut - true if the browser is using setTimeout instead of raf.
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* @private
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*/
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this._isSetTimeOut = false;
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/**
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* @property {function} _onLoop - The function called by the update.
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* @private
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*/
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this._onLoop = null;
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/**
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* @property {number} _timeOutID - The callback ID used when calling cancel.
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* @private
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*/
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this._timeOutID = null;
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};
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Phaser.RequestAnimationFrame.prototype = {
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/**
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* Starts the requestAnimationFrame running or setTimeout if unavailable in browser
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* @method Phaser.RequestAnimationFrame#start
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*/
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start: function () {
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this.isRunning = true;
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var _this = this;
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if (!window.requestAnimationFrame || this.forceSetTimeOut)
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{
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this._isSetTimeOut = true;
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this._onLoop = function () {
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return _this.updateSetTimeout();
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};
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this._timeOutID = window.setTimeout(this._onLoop, 0);
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}
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else
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{
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this._isSetTimeOut = false;
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this._onLoop = function (time) {
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return _this.updateRAF(time);
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};
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this._timeOutID = window.requestAnimationFrame(this._onLoop);
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}
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},
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/**
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* The update method for the requestAnimationFrame
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* @method Phaser.RequestAnimationFrame#updateRAF
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*/
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updateRAF: function (rafTime) {
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if (this.isRunning)
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{
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this._timeOutID = window.requestAnimationFrame(this._onLoop);
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// floor the rafTime to make it equivalent to the Date.now() provided by updateSetTimeout (just below)
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this.game.update(Math.floor(rafTime));
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}
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},
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/**
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* The update method for the setTimeout.
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* @method Phaser.RequestAnimationFrame#updateSetTimeout
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*/
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updateSetTimeout: function () {
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if (this.isRunning)
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{
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this.game.update(Date.now());
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this._timeOutID = window.setTimeout(this._onLoop, this.game.time.timeToCall);
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}
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},
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/**
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* Stops the requestAnimationFrame from running.
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* @method Phaser.RequestAnimationFrame#stop
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*/
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stop: function () {
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if (this._isSetTimeOut)
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{
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clearTimeout(this._timeOutID);
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}
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else
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{
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window.cancelAnimationFrame(this._timeOutID);
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}
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this.isRunning = false;
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},
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/**
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* Is the browser using setTimeout?
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* @method Phaser.RequestAnimationFrame#isSetTimeOut
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* @return {boolean}
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*/
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isSetTimeOut: function () {
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return this._isSetTimeOut;
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},
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/**
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* Is the browser using requestAnimationFrame?
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* @method Phaser.RequestAnimationFrame#isRAF
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* @return {boolean}
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*/
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isRAF: function () {
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return (this._isSetTimeOut === false);
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}
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};
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Phaser.RequestAnimationFrame.prototype.constructor = Phaser.RequestAnimationFrame;
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