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https://github.com/liabru/matter-js.git
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moved Engine.run to Matter.Runner
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a58fe2a3c7
commit
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3 changed files with 139 additions and 96 deletions
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@ -1,6 +1,7 @@
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/**
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* The `Matter.Engine` module contains methods for creating and manipulating engines.
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* An engine is a controller that manages updating and rendering the simulation of the world.
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* See `Matter.Runner` for an optional game loop utility.
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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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* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
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@ -13,13 +14,8 @@ var Engine = {};
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(function() {
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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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/**
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* Creates a new engine. The options parameter is an object that specifies any properties you wish to override the defaults.
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* All properties have default values, and many are pre-calculated automatically based on other properties.
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@ -50,7 +46,8 @@ var Engine = {};
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deltaMin: 1000 / _fps,
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deltaMax: 1000 / (_fps * 0.5),
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timeScale: 1,
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isFixed: false
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isFixed: false,
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frameRequestId: 0
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},
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render: {
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element: element,
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@ -72,95 +69,6 @@ var Engine = {};
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return engine;
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};
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/**
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* An optional utility function that provides a 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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* @method run
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* @param {engine} engine
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*/
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Engine.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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(function render(time){
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_requestAnimationFrame(render);
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if (!engine.enabled)
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return;
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var timing = engine.timing,
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delta,
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correction;
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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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}
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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.controller.clear(engine.render);
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// update
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Engine.update(engine, delta, correction);
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// render
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Engine.render(engine);
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Events.trigger(engine, 'afterTick', event);
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})();
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};
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/**
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* Moves the simulation forward in time by `delta` ms.
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* Triggers `beforeUpdate` and `afterUpdate` events.
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@ -339,6 +247,12 @@ var Engine = {};
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}
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};
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/**
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* An alias for Runner.run, see `Matter.Runner` for more information.
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* @method run
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* @param {engine} engine
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*/
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/*
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*
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* Events Documentation
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126
src/core/Runner.js
Normal file
126
src/core/Runner.js
Normal file
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@ -0,0 +1,126 @@
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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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* 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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* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
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*
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* @class Runner
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*/
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var Runner = {};
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(function() {
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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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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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* @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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(function render(time){
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var timing = engine.timing,
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delta,
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correction;
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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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}
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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.controller.clear(engine.render);
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// update
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Engine.update(engine, delta, correction);
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// render
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Engine.render(engine);
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Events.trigger(engine, 'afterTick', event);
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})();
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};
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/**
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* Ends execution of `Runner.run` on the given `engine`, by canceling the animation frame request event loop.
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* If you wish to only temporarily pause the engine, see `engine.enabled` instead.
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* @method stop
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* @param {engine} engine
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*/
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Runner.stop = function(engine) {
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_cancelAnimationFrame(engine.timing.frameRequestId);
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};
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})();
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@ -7,6 +7,8 @@ World.addBody = Composite.addBody;
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World.addConstraint = Composite.addConstraint;
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World.clear = Composite.clear;
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Engine.run = Runner.run;
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// exports
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Matter.Body = Body;
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Matter.RenderPixi = RenderPixi;
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Matter.Events = Events;
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Matter.Query = Query;
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Matter.Runner = Runner;
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// CommonJS module
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if (typeof exports !== 'undefined') {
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