Lots more physics tests and updates.

PLEASE DO NOT upgrade to this release if you need your game working and it uses any of the physics functions, as they're nearly all broken here.
Just pushing up so I can share it with someone.
This commit is contained in:
photonstorm
2014-01-20 20:14:34 +00:00
parent 2532df8793
commit 128c7143d5
17 changed files with 1623 additions and 99 deletions
+16 -11
View File
@@ -20,32 +20,32 @@ Phaser.Time = function (game) {
this.game = game;
/**
* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates.
*/
this.physicsElapsed = 0;
/**
* @property {number} time - Game time counter.
* @property {number} time - Game time counter. If you need a value for in-game calculation please use Phaser.Time.now instead.
* @protected
*/
this.time = 0;
/**
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
*/
this.pausedTime = 0;
/**
* @property {number} now - The time right now.
* @protected
*/
this.now = 0;
/**
* @property {number} elapsed - Elapsed time since the last frame (in ms).
* @protected
*/
this.elapsed = 0;
/**
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
* @protected
*/
this.pausedTime = 0;
/**
* @property {number} fps - Frames per second.
* @protected
*/
this.fps = 0;
@@ -70,6 +70,11 @@ Phaser.Time = function (game) {
*/
this.msMax = 0;
/**
* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates.
*/
this.physicsElapsed = 0;
/**
* @property {number} frames - The number of frames record in the last second.
*/