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tweaks to Matter.Runner
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1810f9325b
commit
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1 changed files with 6 additions and 4 deletions
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@ -50,9 +50,10 @@ var Runner = {};
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var runner = Common.extend(defaults, options);
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runner.delta = 1000 / runner.fps;
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runner.deltaMin = 1000 / runner.fps;
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runner.deltaMax = 1000 / (runner.fps * 0.5);
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runner.delta = runner.delta || 1000 / runner.fps;
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runner.deltaMin = runner.deltaMin || 1000 / runner.fps;
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runner.deltaMax = runner.deltaMax || 1000 / (runner.fps * 0.5);
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runner.fps = 1000 / runner.delta;
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return runner;
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};
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@ -135,6 +136,7 @@ var Runner = {};
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correction = 0;
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runner.timeScalePrev = timing.timeScale;
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runner.correction = correction;
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// fps counter
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runner.frameCounter += 1;
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@ -276,7 +278,7 @@ var Runner = {};
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*/
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/**
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* A `Boolean` that specifies if the `Engine.run` game loop should use a fixed timestep (otherwise it is variable).
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* A `Boolean` that specifies if the runner should use a fixed timestep (otherwise it is variable).
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* If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
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* If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
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*
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