mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
130 lines
4.2 KiB
JavaScript
130 lines
4.2 KiB
JavaScript
/// <reference path="../_definitions.ts" />
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/**
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* Phaser - RequestAnimationFrame
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*
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* Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly.
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*/
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var Phaser;
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(function (Phaser) {
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var RequestAnimationFrame = (function () {
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/**
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* Constructor
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* @param {Any} callback
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* @return {RequestAnimationFrame} This object.
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*/
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function RequestAnimationFrame(game, callback) {
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/**
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*
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* @property _isSetTimeOut
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* @type bool
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* @private
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**/
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this._isSetTimeOut = false;
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/**
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*
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* @property isRunning
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* @type bool
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**/
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this.isRunning = false;
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this.game = game;
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this.callback = callback;
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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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window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
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window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
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}
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this.start();
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}
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RequestAnimationFrame.prototype.isUsingSetTimeOut = /**
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*
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* @method usingSetTimeOut
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* @return bool
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**/
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function () {
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return this._isSetTimeOut;
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};
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RequestAnimationFrame.prototype.isUsingRAF = /**
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*
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* @method usingRAF
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* @return bool
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**/
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function () {
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return this._isSetTimeOut === true;
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};
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RequestAnimationFrame.prototype.start = /**
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* Starts the requestAnimatioFrame running or setTimeout if unavailable in browser
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* @method start
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* @param {Any} [callback]
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**/
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function (callback) {
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if (typeof callback === "undefined") { callback = null; }
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var _this = this;
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if(callback) {
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this.callback = callback;
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}
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if(!window.requestAnimationFrame) {
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this._isSetTimeOut = true;
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this._onLoop = function () {
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return _this.SetTimeoutUpdate();
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};
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this._timeOutID = window.setTimeout(this._onLoop, 0);
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} else {
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this._isSetTimeOut = false;
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this._onLoop = function () {
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return _this.RAFUpdate(0);
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};
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window.requestAnimationFrame(this._onLoop);
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}
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this.isRunning = true;
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};
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RequestAnimationFrame.prototype.stop = /**
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* Stops the requestAnimationFrame from running
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* @method stop
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**/
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function () {
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if(this._isSetTimeOut) {
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clearTimeout(this._timeOutID);
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} else {
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window.cancelAnimationFrame;
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}
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this.isRunning = false;
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};
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RequestAnimationFrame.prototype.RAFUpdate = /**
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* The update method for the requestAnimationFrame
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* @method RAFUpdate
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**/
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function (time) {
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var _this = this;
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this.game.time.update(time);
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if(this.callback) {
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this.callback.call(this.game);
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}
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this._onLoop = function (time) {
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return _this.RAFUpdate(time);
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};
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window.requestAnimationFrame(this._onLoop);
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};
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RequestAnimationFrame.prototype.SetTimeoutUpdate = /**
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* The update method for the setTimeout
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* @method SetTimeoutUpdate
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**/
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function () {
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var _this = this;
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this.game.time.update(Date.now());
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this._onLoop = function () {
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return _this.SetTimeoutUpdate();
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};
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this._timeOutID = window.setTimeout(this._onLoop, 16);
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if(this.callback) {
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this.callback.call(this.game);
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}
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};
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return RequestAnimationFrame;
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})();
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Phaser.RequestAnimationFrame = RequestAnimationFrame;
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})(Phaser || (Phaser = {}));
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