phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* Configuration for the Matter Physics Runner.
*
* Set only one of `fps` and `delta`.
*
* `delta` is the size of the Runner's fixed time step (one physics update).
* The "frame delta" is the time elapsed since the last game step.
* Depending on the size of the frame delta, the Runner makes zero or more updates per game step.
*
* @typedef {object} Phaser.Types.Physics.Matter.MatterRunnerConfig
* @since 3.22.0
*
* @property {number} [fps] - The number of physics updates per second. If set, this overrides `delta`.
* @property {number} [delta=16.666] - The size of the update time step in milliseconds. If `fps` is set, it overrides `delta`.
* @property {boolean} [frameDeltaSmoothing=true] - Whether to smooth the frame delta values.
* @property {boolean} [frameDeltaSnapping=true] - Whether to round the frame delta values to the nearest 1 Hz.
* @property {number} [frameDeltaHistorySize=100] - The number of frame delta values to record, when smoothing is enabled. The 10th to 90th percentiles are sampled.
* @property {number} [maxUpdates=null] - The maximum number of updates per frame.
* @property {number} [maxFrameTime=33.333] - The maximum amount of time to simulate in one frame, in milliseconds.
* @property {boolean} [enabled=true] - Whether the Matter Runner is enabled.
*
* @see Phaser.Physics.Matter.World#runner
*/