Fixed bug in RequestAnimationFrame where the time wasn't being updated properly.

This commit is contained in:
Richard Davey
2013-08-30 02:00:30 +01:00
parent 559d75eba1
commit 1e59bc69fb
2 changed files with 17 additions and 9 deletions
+15 -7
View File
@@ -41,12 +41,12 @@
// console.log(game.cache.getFrameData('monsters'));
var frameData = game.cache.getFrameData('monsters');
frameData = game.cache.getFrameData('monsters');
// bunny = new PIXI.Sprite(texture2);
// bunny = PIXI.Sprite.fromFrame(frameData.getFrame(0).uuid);
bunny = PIXI.Sprite.fromFrame(frameData.getFrameByName('skully.png').uuid);
bunny = PIXI.Sprite.fromFrame(frameData.getFrame(0).uuid);
// bunny = PIXI.Sprite.fromFrame(frameData.getFrameByName('skully.png').uuid);
// bunny = PIXI.Sprite.fromImage('monsters');
@@ -58,15 +58,23 @@
game.world.add(bunny);
n = game.time.now + 1000;
}
var frameData;
var f = 0;
var n = 0;
function update() {
if (game.paused == false)
if (game.time.now > n)
{
// bunny.rotation += 0.01;
// bunny.scale.x += 0.01;
// bunny.scale.y += 0.01;
f = game.math.wrapValue(f, 1, 4);
bunny.setTexture(PIXI.TextureCache[frameData.getFrame(f).uuid]);
n = game.time.now + 1000;
}
}
+2 -2
View File
@@ -56,8 +56,8 @@ Phaser.RequestAnimationFrame.prototype = {
{
this._isSetTimeOut = false;
this._onLoop = function () {
return _this.updateRAF();
this._onLoop = function (time) {
return _this.updateRAF(time);
};
window.requestAnimationFrame(this._onLoop);