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fps: { limit: 30 }
value in your game config. In this case, it will set an fps rate of 30. This forces Phaser to not run the game step more than 30 times per second (or whatever value you set) and works for both Request Animation Frame and SetTimeOut.TimeStep._limitRate
is a new internal private property allowing the Timestep to keep track of fps-limited steps.TimeStep.hasFpsLimit
is a new internal boolean so the Timestep knows if the step is fps rate limited, or not.TimeStep.step
method and TimeStep.setLimitFPS
method. Which one is called depends on if you have fps limited your game, or not. This switch is made internally, automatically.TimeStep.smoothDelta
is a new method that encapsulates the delta smoothing.TimeStep.updateFPS
is a new method that calculates the moving frame rate average.TimeStep.wake
will now automatically reset the fps limits and internal update counters.TimeStep.destroy
will now call RequestAnimationFrame.destroy
, properly cleaning it down.RequestAnimationFrame.step
will now no longer call requestAnimationFrame
if isRunning
has been set to false
(via the stop
method)TimeStep
no longer calculates or passes the interpolation
value to Game.step as it was removed several versions ago, so is redundant.RequestAnimationFrame.tick
property has been removed as it's no longer used internally.RequestAnimationFrame.lastTime
property has been removed as it's no longer used internally.RequestAnimationFrame
class no longer calculates the tick or lastTime values and doesn't call performance.now
as these values were never used internally and were not used by the receiving callback either.RequestAnimationFrame.target
property has been renamed to delay
to better describe what it does.deltaSmoothingMax
value set in the game config. This is now clamped correctly (thanks @vzhou842)setTimeout
and then sending the game to sleep, it would accidentally restart by using Request Animation Frame instead (thanks @andymikulski)TimerEvent
has changed to be the TimerEvent
instance itself, rather than the context (thanks @samme)Time.Clock.startTime
is a new property that stores the time the Clock (and therefore the Scene) was started. This can be useful for comparing against the current time to see how much real world time has elapsed (thanks @samme)TimerEvent
with a delay
of zero it will now throw a runtime error as it would lead to an infinite loop. Fix #6225 (thanks @JernejHabjan)TimerEvent.reset
in the Timer callback would cause the timer to be added to the Clock's pending removal and insertion lists together, throwing an error. It will now not add to pending removal if the timer was reset. Fix #5887 (thanks @rexrainbow)Return to the Change Log index.
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