mirror of
https://github.com/wassname/phaser.git
synced 2026-08-14 12:40:17 +08:00
The Timer will no longer create negative ticks during game boot, no matter how small the Timer delay is (fixes #366)
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+15
-8
@@ -153,7 +153,10 @@ Phaser.Time = function (game) {
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Phaser.Time.prototype = {
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/**
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* Called automatically by Phaser.Game after boot. Should not be called directly.
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*
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* @method Phaser.Time#boot
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* @protected
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*/
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boot: function () {
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@@ -163,6 +166,7 @@ Phaser.Time.prototype = {
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/**
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* Creates a new stand-alone Phaser.Timer object.
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*
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* @method Phaser.Time#create
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* @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
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* @return {Phaser.Timer} The Timer object that was created.
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@@ -181,6 +185,7 @@ Phaser.Time.prototype = {
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/**
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* Remove all Timer objects, regardless of their state.
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*
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* @method Phaser.Time#removeAll
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*/
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removeAll: function () {
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@@ -195,8 +200,10 @@ Phaser.Time.prototype = {
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},
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/**
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* Updates the game clock and calculate the fps. This is called automatically by Phaser.Game.
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* Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
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*
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* @method Phaser.Time#update
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* @protected
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* @param {number} time - The current timestamp, either performance.now or Date.now depending on the browser.
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*/
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update: function (time) {
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@@ -242,12 +249,6 @@ Phaser.Time.prototype = {
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this.physicsElapsed = 1.0 * (this.elapsed / 1000);
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// Clamp the delta
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if (this.physicsElapsed > 0.05)
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{
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this.physicsElapsed = 0.05;
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}
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// Paused but still running?
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if (!this.game.paused)
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{
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@@ -277,6 +278,7 @@ Phaser.Time.prototype = {
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/**
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* Called when the game enters a paused state.
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*
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* @method Phaser.Time#gamePaused
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* @private
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*/
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@@ -304,6 +306,7 @@ Phaser.Time.prototype = {
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/**
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* Called when the game resumes from a paused state.
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*
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* @method Phaser.Time#gameResumed
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* @private
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*/
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@@ -328,8 +331,9 @@ Phaser.Time.prototype = {
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/**
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* The number of seconds that have elapsed since the game was started.
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*
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* @method Phaser.Time#totalElapsedSeconds
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* @return {number}
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* @return {number} The number of seconds that have elapsed since the game was started.
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*/
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totalElapsedSeconds: function() {
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return (this.now - this._started) * 0.001;
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@@ -337,6 +341,7 @@ Phaser.Time.prototype = {
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/**
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* How long has passed since the given time.
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*
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* @method Phaser.Time#elapsedSince
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* @param {number} since - The time you want to measure against.
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* @return {number} The difference between the given time and now.
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@@ -347,6 +352,7 @@ Phaser.Time.prototype = {
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/**
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* How long has passed since the given time (in seconds).
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*
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* @method Phaser.Time#elapsedSecondsSince
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* @param {number} since - The time you want to measure (in seconds).
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* @return {number} Duration between given time and now (in seconds).
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@@ -357,6 +363,7 @@ Phaser.Time.prototype = {
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/**
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* Resets the private _started value to now.
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*
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* @method Phaser.Time#reset
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*/
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reset: function () {
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