mirror of
https://github.com/wassname/phaser.git
synced 2026-07-15 01:11:26 +08:00
Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161)
This commit is contained in:
+74
-17
@@ -86,20 +86,6 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
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*/
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this.state = null;
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/**
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* @property {boolean} _paused - Is game paused?
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* @private
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* @default
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*/
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this._paused = false;
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/**
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* @property {boolean} _loadComplete - Whether load complete loading or not.
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* @private
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* @default
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*/
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this._loadComplete = false;
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/**
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* @property {boolean} isBooted - Whether the game engine is booted, aka available.
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* @default
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@@ -246,6 +232,27 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
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*/
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this.stepCount = 0;
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/**
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* @property {boolean} _paused - Is game paused?
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* @private
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* @default
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*/
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this._paused = false;
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/**
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* @property {boolean} _codePaused - Was the game paused via code or a visibility change?
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* @private
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* @default
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*/
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this._codePaused = false;
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/**
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* @property {boolean} _loadComplete - Whether load complete loading or not.
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* @private
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* @default
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*/
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this._loadComplete = false;
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// Parse the configuration object (if any)
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if (arguments.length === 1 && typeof arguments[0] === 'object')
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{
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@@ -605,9 +612,16 @@ Phaser.Game.prototype = {
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if (this._paused)
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{
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this.renderer.render(this.stage);
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this.plugins.render();
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this.state.render();
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this.input.update();
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if (this.renderType !== Phaser.HEADLESS)
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{
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this.renderer.render(this.stage);
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this.plugins.render();
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this.state.render();
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this.plugins.postRender();
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}
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}
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else
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{
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@@ -708,6 +722,43 @@ Phaser.Game.prototype = {
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this.world = null;
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this.isBooted = false;
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},
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/**
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* Called by the Stage visibility handler.
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*
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* @method Phaser.Game#gamePaused
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*/
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gamePaused: function (time) {
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// If the game is already paused it was done via game code, so don't re-pause it
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if (!this._paused)
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{
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this._paused = true;
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this.time.gamePaused(time);
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this.sound.mute = true;
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this.onPause.dispatch(this);
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}
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},
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/**
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* Called by the Stage visibility handler.
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*
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* @method Phaser.Game#gameResumed
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*/
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gameResumed: function (time) {
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// Game is paused, but wasn't paused via code, so resume it
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if (this._paused && !this._codePaused)
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{
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this._paused = false;
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this.time.gameResumed(time);
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this.input.reset();
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this.sound.mute = false;
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this.onResume.dispatch(this);
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}
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}
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};
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@@ -733,6 +784,9 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
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if (this._paused === false)
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{
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this._paused = true;
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this._codePaused = true;
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this.sound.mute = true;
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this.time.gamePaused();
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this.onPause.dispatch(this);
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}
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}
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@@ -741,7 +795,10 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
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if (this._paused)
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{
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this._paused = false;
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this._codePaused = false;
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this.input.reset();
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this.sound.mute = false;
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this.time.gameResumed();
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this.onResume.dispatch(this);
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}
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}
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+42
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@@ -246,27 +246,37 @@ Phaser.Stage.prototype.boot = function () {
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*/
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Phaser.Stage.prototype.checkVisibility = function () {
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var supportsVisibilityApi = false;
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var prefixes = [ "", "moz", "ms", "webkit" ];
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while (prefixes.length)
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if (document.webkitHidden != undefined)
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{
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prefix = prefixes.pop();
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this._hiddenVar = prefix ? prefix + "Hidden" : "hidden";
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if (this._hiddenVar in document)
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{
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supportsVisibilityApi = true;
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break;
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}
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this._hiddenVar = 'webkitvisibilitychange';
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}
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else if (document.mozHidden != undefined)
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{
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this._hiddenVar = 'mozvisibilitychange';
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}
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else if (document.msHidden != undefined)
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{
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this._hiddenVar = 'msvisibilitychange';
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}
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else if (document.hidden != undefined)
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{
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this._hiddenVar = 'visibilitychange';
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}
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else
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{
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this._hiddenVar = null;
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}
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// Does browser support it? If not (like in IE9 or old Android) we need to fall back to blur/focus
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if (supportsVisibilityApi)
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if (this._hiddenVar)
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{
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document.addEventListener(this._hiddenVar, this._onChange, false);
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document.addEventListener('pagehide', this._onChange, false);
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document.addEventListener('pageshow', this._onChange, false);
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}
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if (window['onpagehide'])
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{
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window.onpagehide = this._onChange;
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window.onpageshow = this._onChange;
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}
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window.onblur = this._onChange;
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@@ -304,13 +314,27 @@ Phaser.Stage.prototype.visibilityChange = function (event) {
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return;
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}
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if (this.game.paused === false && (event.type === 'pagehide' || event.type === 'blur' || document[this._hiddenVar] === true))
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if (event.type === 'pagehide' || event.type === 'blur' || event.type === 'pageshow' || event.type === 'focus')
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{
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this.game.paused = true;
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if (event.type === 'pagehide' || event.type === 'blur')
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{
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this.game.gamePaused(event.timeStamp);
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}
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else if (event.type === 'pageshow' || event.type === 'focus')
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{
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this.game.gameResumed(event.timeStamp);
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}
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return;
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}
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if (document.hidden || document.mozHidden || document.msHidden || document.webkitHidden)
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{
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this.game.gamePaused(event.timeStamp);
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}
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else
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{
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this.game.paused = false;
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this.game.gameResumed(event.timeStamp);
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}
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}
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@@ -457,6 +457,7 @@ Phaser.Input.prototype = {
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if (this.pointer10) { this.pointer10.update(); }
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this._pollCounter = 0;
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},
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/**
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@@ -71,7 +71,7 @@ Phaser.Keyboard = function (game) {
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Phaser.Keyboard.prototype = {
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/**
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* Add callbacks to the Keyboard handler so that each time a key is pressed down or releases the callbacks are activated.
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* Add callbacks to the Keyboard handler so that each time a key is pressed down or released the callbacks are activated.
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*
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* @method Phaser.Keyboard#addCallbacks
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* @param {Object} context - The context under which the callbacks are run.
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@@ -209,8 +209,8 @@ Phaser.Pointer.prototype = {
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// Fix to stop rogue browser plugins from blocking the visibility state event
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if (this.game.stage.disableVisibilityChange === false && this.game.paused && this.game.scale.incorrectOrientation === false)
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{
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this.game.paused = false;
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return this;
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// this.game.paused = false;
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// return this;
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}
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this._history.length = 0;
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+33
-9
@@ -143,8 +143,8 @@ Phaser.Time = function (game) {
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this._i = 0;
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// Listen for game pause/resume events
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this.game.onPause.add(this.gamePaused, this);
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this.game.onResume.add(this.gameResumed, this);
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// this.game.onPause.add(this.gamePaused, this);
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// this.game.onResume.add(this.gameResumed, this);
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};
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@@ -218,6 +218,7 @@ Phaser.Time.prototype = {
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this.elapsed = this.now - this.time;
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/*
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this.msMin = this.game.math.min(this.msMin, this.elapsed);
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this.msMax = this.game.math.max(this.msMax, this.elapsed);
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@@ -231,9 +232,12 @@ Phaser.Time.prototype = {
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this._timeLastSecond = this.now;
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this.frames = 0;
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}
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*/
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this.time = this.now;
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this.lastTime = time + this.timeToCall;
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/*
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this.physicsElapsed = 1.0 * (this.elapsed / 1000);
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// Clamp the delta
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@@ -241,11 +245,12 @@ Phaser.Time.prototype = {
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{
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this.physicsElapsed = 0.05;
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}
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*/
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// Paused?
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// Paused but still running?
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if (this.game.paused)
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{
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this.pausedTime = this.now - this._pauseStarted;
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// this.pausedTime = this.now - this._pauseStarted;
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}
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else
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{
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@@ -278,13 +283,22 @@ Phaser.Time.prototype = {
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* @method Phaser.Time#gamePaused
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* @private
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*/
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gamePaused: function () {
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gamePaused: function (time) {
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this._pauseStarted = this.now;
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if (typeof time === 'undefined')
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{
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this._pauseStarted = this.now;
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}
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else
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{
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this._pauseStarted = time;
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}
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this.events.pause();
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for (var i = 0; i < this._timers.length; i++)
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var i = this._timers.length;
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while (i--)
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{
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this._timers[i].pause();
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}
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@@ -296,11 +310,21 @@ Phaser.Time.prototype = {
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* @method Phaser.Time#gameResumed
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* @private
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*/
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gameResumed: function () {
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gameResumed: function (time) {
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if (typeof time === 'undefined')
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{
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this.pauseDuration = this.now - this._pauseStarted;
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}
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else
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{
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this.pauseDuration = time - this._pauseStarted;
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}
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// Level out the elapsed timer to avoid spikes
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this.time = Date.now();
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this.pauseDuration = this.pausedTime;
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this._justResumed = true;
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},
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