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added Runner.create and Runner.tick
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1 changed files with 118 additions and 89 deletions
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@ -1,6 +1,9 @@
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/**
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* The `Matter.Runner` module is an optional utility which provides a game loop,
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* that handles updating and rendering a `Matter.Engine` for you within a browser.
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* It is intended for demo and testing purposes, but may be adequate for simple games.
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* If you are using your own game loop instead, then you do not need the `Matter.Runner` module.
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* Instead just call `Engine.update(engine, delta)` in your own loop.
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* Note that the method `Engine.run` is an alias for `Runner.run`.
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*
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* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
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@ -18,110 +21,136 @@ var Runner = {};
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return;
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}
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var _fps = 60,
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_deltaSampleSize = _fps,
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_delta = 1000 / _fps;
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var _requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame
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|| window.mozRequestAnimationFrame || window.msRequestAnimationFrame
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|| function(callback){ window.setTimeout(function() { callback(Common.now()); }, _delta); };
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|| function(callback){ window.setTimeout(function() { callback(Common.now()); }, 1000 / 60); };
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var _cancelAnimationFrame = window.cancelAnimationFrame || window.mozCancelAnimationFrame
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|| window.webkitCancelAnimationFrame || window.msCancelAnimationFrame;
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/**
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* Provides a basic game loop that handles updating the engine for you.
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* Calls `Engine.update` and `Engine.render` on the `requestAnimationFrame` event automatically.
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* Handles time correction and non-fixed dynamic timing (if enabled).
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* Triggers `beforeTick`, `tick` and `afterTick` events.
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* Creates a new Runner. The options parameter is an object that specifies any properties you wish to override the defaults.
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* @method create
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* @param {} options
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*/
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Runner.create = function(options) {
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var defaults = {
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deltaSampleSize: 60,
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counterTimestamp: 0,
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frameCounter: 0,
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deltaHistory: [],
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timePrev: null,
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timeScalePrev: 1
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};
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return Common.extend(defaults, options);
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};
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/**
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* Continuously ticks a `Matter.Engine` by calling `Runner.tick` on the `requestAnimationFrame` event.
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* @method run
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* @param {engine} engine
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*/
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Runner.run = function(engine) {
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var counterTimestamp = 0,
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frameCounter = 0,
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deltaHistory = [],
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timePrev,
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timeScalePrev = 1;
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Runner.run = function(runner, engine) {
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// create runner if engine is first argument
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if (typeof runner.positionIterations !== 'undefined') {
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engine = runner;
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runner = Runner.create(engine);
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}
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(function render(time){
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var timing = engine.timing,
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delta,
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correction = 1;
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engine.timing.frameRequestId = _requestAnimationFrame(render);
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timing.frameRequestId = _requestAnimationFrame(render);
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if (!engine.enabled)
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return;
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// create an event object
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var event = {
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timestamp: time
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};
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Events.trigger(engine, 'beforeTick', event);
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if (timing.isFixed) {
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// fixed timestep
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delta = timing.delta;
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} else {
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// dynamic timestep based on wall clock between calls
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delta = (time - timePrev) || timing.delta;
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timePrev = time;
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// optimistically filter delta over a few frames, to improve stability
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deltaHistory.push(delta);
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deltaHistory = deltaHistory.slice(-_deltaSampleSize);
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delta = Math.min.apply(null, deltaHistory);
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// limit delta
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delta = delta < timing.deltaMin ? timing.deltaMin : delta;
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delta = delta > timing.deltaMax ? timing.deltaMax : delta;
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// time correction for delta
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correction = delta / timing.delta;
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// update engine timing object
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timing.delta = delta;
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if (time && engine.enabled) {
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Runner.tick(runner, engine, time);
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}
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// time correction for time scaling
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if (timeScalePrev !== 0)
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correction *= timing.timeScale / timeScalePrev;
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if (timing.timeScale === 0)
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correction = 0;
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timeScalePrev = timing.timeScale;
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// fps counter
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frameCounter += 1;
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if (time - counterTimestamp >= 1000) {
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timing.fps = frameCounter * ((time - counterTimestamp) / 1000);
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counterTimestamp = time;
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frameCounter = 0;
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}
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Events.trigger(engine, 'tick', event);
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// if world has been modified, clear the render scene graph
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if (engine.world.isModified
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&& engine.render
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&& engine.render.controller
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&& engine.render.controller.clear) {
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engine.render.controller.clear(engine.render);
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}
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// update
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Engine.update(engine, delta, correction);
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// render
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if (engine.render) {
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Engine.render(engine);
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}
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Events.trigger(engine, 'afterTick', event);
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})();
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return runner;
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};
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/**
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* A game loop utility that updates the engine and renderer by one step (a 'tick').
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* Features delta smoothing, time correction and fixed or dynamic timing.
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* Triggers `beforeTick`, `tick` and `afterTick` events on the engine.
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* Consider just `Engine.update(engine, delta)` if you're using your own loop.
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* @method tick
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* @param {runner} runner
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* @param {engine} engine
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* @param {number} time
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*/
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Runner.tick = function(runner, engine, time) {
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var timing = engine.timing,
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correction = 1,
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delta;
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// create an event object
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var event = {
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timestamp: time
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};
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Events.trigger(engine, 'beforeTick', event);
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if (timing.isFixed) {
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// fixed timestep
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delta = timing.delta;
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} else {
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// dynamic timestep based on wall clock between calls
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delta = (time - runner.timePrev) || timing.delta;
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runner.timePrev = time;
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// optimistically filter delta over a few frames, to improve stability
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runner.deltaHistory.push(delta);
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runner.deltaHistory = runner.deltaHistory.slice(-runner.deltaSampleSize);
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delta = Math.min.apply(null, runner.deltaHistory);
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// limit delta
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delta = delta < timing.deltaMin ? timing.deltaMin : delta;
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delta = delta > timing.deltaMax ? timing.deltaMax : delta;
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// time runner.correction for delta
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correction = delta / timing.delta;
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// update engine timing object
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timing.delta = delta;
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}
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// time correction for time scaling
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if (runner.timeScalePrev !== 0)
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correction *= timing.timeScale / runner.timeScalePrev;
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if (timing.timeScale === 0)
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correction = 0;
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runner.timeScalePrev = timing.timeScale;
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// fps counter
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runner.frameCounter += 1;
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if (time - runner.counterTimestamp >= 1000) {
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timing.fps = runner.frameCounter * ((time - runner.counterTimestamp) / 1000);
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runner.counterTimestamp = time;
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runner.frameCounter = 0;
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}
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Events.trigger(engine, 'tick', event);
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// if world has been modified, clear the render scene graph
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if (engine.world.isModified
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&& engine.render
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&& engine.render.controller
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&& engine.render.controller.clear) {
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engine.render.controller.clear(engine.render);
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}
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// update
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Engine.update(engine, delta, correction);
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// render
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if (engine.render) {
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Engine.render(engine);
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}
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Events.trigger(engine, 'afterTick', event);
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};
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/**
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