mirror of
https://github.com/wassname/phaser.git
synced 2026-07-10 00:30:50 +08:00
The entire Phaser library has been updated to match the new JSHint configuration.
This commit is contained in:
+102
-102
@@ -12,146 +12,146 @@
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.RequestAnimationFrame = function(game) {
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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 {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} 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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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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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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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 {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 {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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* @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 requestAnimatioFrame 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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/**
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* Starts the requestAnimatioFrame 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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this.isRunning = true;
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var _this = this;
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var _this = this;
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if (!window.requestAnimationFrame)
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{
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this._isSetTimeOut = true;
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if (!window.requestAnimationFrame)
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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._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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this._timeOutID = window.requestAnimationFrame(this._onLoop);
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}
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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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* @param {number} time - A timestamp, either from RAF or setTimeOut
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*/
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updateRAF: function (time) {
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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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* @param {number} time - A timestamp, either from RAF or setTimeOut
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*/
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updateRAF: function (time) {
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this.game.update(time);
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this.game.update(time);
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this._timeOutID = window.requestAnimationFrame(this._onLoop);
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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 setTimeout.
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* @method Phaser.RequestAnimationFrame#updateSetTimeout
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*/
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updateSetTimeout: function () {
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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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this.game.update(Date.now());
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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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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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/**
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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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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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this.isRunning = false;
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},
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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 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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* 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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