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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: system/RequestAnimationFrame.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Abstracts away the use of RAF or setTimeOut for the core game update loop. * * @class Phaser.RequestAnimationFrame * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {boolean} [forceSetTimeOut=false] - Tell Phaser to use setTimeOut even if raf is available. */ Phaser.RequestAnimationFrame = function(game, forceSetTimeOut) { if (typeof forceSetTimeOut === 'undefined') { forceSetTimeOut = false; } /** * @property {Phaser.Game} game - The currently running game. */ this.game = game; /** * @property {boolean} isRunning - true if RequestAnimationFrame is running, otherwise false. * @default */ this.isRunning = false; /** * @property {boolean} forceSetTimeOut - Tell Phaser to use setTimeOut even if raf is available. */ this.forceSetTimeOut = forceSetTimeOut; var vendors = [ 'ms', 'moz', 'webkit', 'o' ]; for (var x = 0; x &lt; vendors.length && !window.requestAnimationFrame; x++) { window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame']; } /** * @property {boolean} _isSetTimeOut - true if the browser is using setTimeout instead of raf. * @private */ this._isSetTimeOut = false; /** * @property {function} _onLoop - The function called by the update. * @private */ this._onLoop = null; /** * @property {number} _timeOutID - The callback ID used when calling cancel. * @private */ this._timeOutID = null; }; Phaser.RequestAnimationFrame.prototype = { /** * Starts the requestAnimationFrame running or setTimeout if unavailable in browser * @method Phaser.RequestAnimationFrame#start */ start: function () { this.isRunning = true; var _this = this; if (!window.requestAnimationFrame || this.forceSetTimeOut) { this._isSetTimeOut = true; this._onLoop = function () { return _this.updateSetTimeout(); }; this._timeOutID = window.setTimeout(this._onLoop, 0); } else { this._isSetTimeOut = false; this._onLoop = function (time) { return _this.updateRAF(time); }; this._timeOutID = window.requestAnimationFrame(this._onLoop); } }, /** * The update method for the requestAnimationFrame * @method Phaser.RequestAnimationFrame#updateRAF */ updateRAF: function () { this.game.update(Date.now()); this._timeOutID = window.requestAnimationFrame(this._onLoop); }, /** * The update method for the setTimeout. * @method Phaser.RequestAnimationFrame#updateSetTimeout */ updateSetTimeout: function () { this.game.update(Date.now()); this._timeOutID = window.setTimeout(this._onLoop, this.game.time.timeToCall); }, /** * Stops the requestAnimationFrame from running. * @method Phaser.RequestAnimationFrame#stop */ stop: function () { if (this._isSetTimeOut) { clearTimeout(this._timeOutID); } else { window.cancelAnimationFrame(this._timeOutID); } this.isRunning = false; }, /** * Is the browser using setTimeout? * @method Phaser.RequestAnimationFrame#isSetTimeOut * @return {boolean} */ isSetTimeOut: function () { return this._isSetTimeOut; }, /** * Is the browser using requestAnimationFrame? * @method Phaser.RequestAnimationFrame#isRAF * @return {boolean} */ isRAF: function () { return (this._isSetTimeOut === false); } }; Phaser.RequestAnimationFrame.prototype.constructor = Phaser.RequestAnimationFrame; </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2014 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> on Thu Oct 09 2014 16:09:45 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script 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