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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
681 lines
14 KiB
HTML
681 lines
14 KiB
HTML
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<h1 class="page-title">Source: system/RequestAnimationFrame.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Abstracts away the use of RAF or setTimeOut for the core game update loop.
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*
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* @class Phaser.RequestAnimationFrame
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* @constructor
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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 {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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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 {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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Phaser.RequestAnimationFrame.prototype = {
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/**
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* Starts the requestAnimationFrame 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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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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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._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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},
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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._timeOutID = window.requestAnimationFrame(this._onLoop);
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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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this.game.update(Date.now());
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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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* 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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this.isRunning = false;
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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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*/
|
|
isRAF: function () {
|
|
return (this._isSetTimeOut === false);
|
|
}
|
|
|
|
};
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|
|
|
Phaser.RequestAnimationFrame.prototype.constructor = Phaser.RequestAnimationFrame;
|
|
</pre>
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|
</article>
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