Fixed an error that stopped 2 tweens from being able to run on the same object. Also refactored a lot of the classes to remove prototype properties and move them to local instance properties.

This commit is contained in:
Richard Davey
2013-09-10 20:40:34 +01:00
parent a486bf6b4a
commit e41e35fd09
23 changed files with 533 additions and 558 deletions
+24 -28
View File
@@ -15,21 +15,12 @@
*/
Phaser.Time = function (game) {
this.game = game;
// this.game.onPause.add(this.gamePaused, this);
// this.game.onResume.add(this.gameResumed, this);
};
Phaser.Time.prototype = {
/**
* A reference to the currently running Game.
* @property game
* @type {Phaser.Game}
*/
game: null,
this.game = game;
/**
* The time at which the Game instance started.
@@ -37,7 +28,7 @@ Phaser.Time.prototype = {
* @private
* @type {Number}
*/
_started: 0,
this._started = 0;
/**
* The time (in ms) that the last second counter ticked over.
@@ -45,7 +36,7 @@ Phaser.Time.prototype = {
* @private
* @type {Number}
*/
_timeLastSecond: 0,
this._timeLastSecond = 0;
/**
* The time the game started being paused.
@@ -53,7 +44,7 @@ Phaser.Time.prototype = {
* @private
* @type {Number}
*/
_pauseStarted: 0,
this._pauseStarted = 0;
/**
* The elapsed time calculated for the physics motion updates.
@@ -61,7 +52,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
physicsElapsed: 0,
this.physicsElapsed = 0;
/**
* Game time counter.
@@ -69,7 +60,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
time: 0,
this.time = 0;
/**
* Records how long the game has been paused for. Is reset each time the game pauses.
@@ -77,7 +68,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
pausedTime: 0,
this.pausedTime = 0;
/**
* The time right now.
@@ -85,7 +76,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
now: 0,
this.now = 0;
/**
* Elapsed time since the last frame.
@@ -93,7 +84,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
elapsed: 0,
this.elapsed = 0;
/**
* Frames per second.
@@ -101,7 +92,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
fps: 0,
this.fps = 0;
/**
* The lowest rate the fps has dropped to.
@@ -109,7 +100,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
fpsMin: 1000,
this.fpsMin = 1000;
/**
* The highest rate the fps has reached (usually no higher than 60fps).
@@ -117,7 +108,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
fpsMax: 0,
this.fpsMax = 0;
/**
* The minimum amount of time the game has taken between two frames.
@@ -125,7 +116,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
msMin: 1000,
this.msMin = 1000;
/**
* The maximum amount of time the game has taken between two frames.
@@ -133,7 +124,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
msMax: 0,
this.msMax = 0;
/**
* The number of frames record in the last second.
@@ -141,7 +132,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
frames: 0,
this.frames = 0;
/**
* Records how long the game was paused for in miliseconds.
@@ -149,7 +140,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
pauseDuration: 0,
this.pauseDuration = 0;
/**
* The value that setTimeout needs to work out when to next update
@@ -157,7 +148,7 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
timeToCall: 0,
this.timeToCall = 0;
/**
* Internal value used by timeToCall as part of the setTimeout loop
@@ -165,7 +156,11 @@ Phaser.Time.prototype = {
* @public
* @type {Number}
*/
lastTime: 0,
this.lastTime = 0;
};
Phaser.Time.prototype = {
/**
* The number of seconds that have elapsed since the game was started.
@@ -208,7 +203,8 @@ Phaser.Time.prototype = {
this.physicsElapsed = 1.0 * (this.elapsed / 1000);
// Paused?
if (this.game.paused) {
if (this.game.paused)
{
this.pausedTime = this.now - this._pauseStarted;
}