mgrcar

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  1. @Noid: Oh, great I will take a look at that. Thanks! UPDATE: Indeed the case. I am looking at the code. The core game loop executes two separate functions, updateLogic and updateRender. These two, among other things, call state.update and state.render, respectively. If I understand this correctly, state.render is called once per requestAnimationFrame, while state.update is called game.time.desiredFps times per second (desiredFps is 60 by default).
  2. Hi All, This is my first post, my first user of a forum, my first use of Phaser, my first game that I'm thinking of making, my first everything... So please bear with me if I'm doing sth unusual here I am looking at Phaser for a pixel-art game. One thing that I cannot get through my skull is how the update() should work. Therefore I made some assumptions for which I'd like to know if they're OK. update() is called imediately after a repaint. Then you have around 1000 / 60 ms to do your stuff (logic + rendering). And if you're fast enough, whatever you did there (moved sprites around etc.) will show at the next refresh (repaint). I also assume that update() is called via requestAnimationFrame under the hood. So the construct under the hood is something like this: update() { requestAnimationFrame(update); // logic // rendering } If this is all true, then what happens if the frame rate drops? Your "logic FPS" drops as well and the game slows down? Am I suppose to use a physics engine to counter this? If I don't want to use physics, how do I go about this? Do these two posts provide an answer: http://www.chandlerprall.com/2012/06/requestanimationframe-is-not-your-logics-friend/ http://impactjs.com/forums/impact-engine/misuse-of-requestanimationframe ...if yes, how do I do this (properly) in Phaser? Is something like this already in place? Thanks, best regards, mIHA