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Removed the console debug.
1 parent 0c14b26 commit c0a98c4

1 file changed

Lines changed: 3 additions & 73 deletions

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src/states/MainLoop.js

Lines changed: 3 additions & 73 deletions
Original file line numberDiff line numberDiff line change
@@ -4,12 +4,10 @@
44
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
55
*/
66

7-
// My thanks to Isaac Sukin for some of the concepts used in this class
7+
// My thanks to Isaac Sukin for creating MainLoop.js, on which lots of this is based.
88

99
Phaser.State.MainLoop = function (state, framerate)
1010
{
11-
console.log('MainLoop FPS', framerate);
12-
1311
/**
1412
* @property {Phaser.State} state
1513
*/
@@ -20,20 +18,6 @@ Phaser.State.MainLoop = function (state, framerate)
2018
*/
2119
this.game = state.game;
2220

23-
this.getTime = Date.now;
24-
25-
if (window.performance)
26-
{
27-
if (window.performance.now)
28-
{
29-
this.getTime = function () { return window.performance.now(); };
30-
}
31-
else if (window.performance.webkitNow)
32-
{
33-
this.getTime = function () { return window.performance.webkitNow(); };
34-
}
35-
}
36-
3721
// The amount of time (in milliseconds) to simulate each time update() runs.
3822
this.timestep = 1000 / framerate;
3923

@@ -93,9 +77,6 @@ Phaser.State.MainLoop = function (state, framerate)
9377
// A function that runs at the end of the main loop.
9478
// See `MainLoop.setEnd()` for details.
9579
this.end = Phaser.NOOP;
96-
97-
window.bob = 0;
98-
9980
};
10081

10182
Phaser.State.MainLoop.prototype.constructor = Phaser.State.MainLoop;
@@ -138,34 +119,18 @@ Phaser.State.MainLoop.prototype = {
138119
this.started = true;
139120
this.running = true;
140121

141-
this.lastFrameTimeMs = this.getTime();
142-
this.lastFpsUpdate = this.getTime();
122+
this.lastFrameTimeMs = window.performance.now();
123+
this.lastFpsUpdate = window.performance.now();
143124
this.framesThisSecond = 0;
144-
145-
console.log('MainLoop.start', this.lastFrameTimeMs);
146-
147125
},
148126

149127
// timestamp = DOMHighResTimeStamp
150128
step: function (timestamp)
151129
{
152-
window.bob++;
153-
154-
if (window.bob > 200 && window.bob < 300)
155-
{
156-
console.log('%c MainLoop.step : ' + (window.bob - 200) + ' ', 'color: #000000; background: #00ff00;');
157-
console.log('timestamp', timestamp);
158-
console.log('lastFrameTimeMs', this.lastFrameTimeMs);
159-
}
160-
161130
// Throttle the frame rate (if minFrameDelay is set to a non-zero value by
162131
// `MainLoop.setMaxAllowedFPS()`).
163132
if (timestamp < this.lastFrameTimeMs + this.minFrameDelay)
164133
{
165-
if (window.bob > 200 && window.bob < 300)
166-
{
167-
console.log('exit');
168-
}
169134
return;
170135
}
171136

@@ -177,12 +142,6 @@ Phaser.State.MainLoop.prototype = {
177142
this.frameDelta += timestamp - this.lastFrameTimeMs;
178143
this.lastFrameTimeMs = timestamp;
179144

180-
if (window.bob > 200 && window.bob < 300)
181-
{
182-
console.log('frameDelta', this.frameDelta);
183-
console.log('lastFrameTimeMs', this.lastFrameTimeMs);
184-
}
185-
186145
// Run any updates that are not dependent on time in the simulation.
187146

188147
// Here we'll need to run things like tween.update, input.update, etc.
@@ -195,25 +154,12 @@ Phaser.State.MainLoop.prototype = {
195154
// older seconds.
196155
if (timestamp > this.lastFpsUpdate + 1000)
197156
{
198-
if (window.bob > 200 && window.bob < 300)
199-
{
200-
console.log('compute new exponential');
201-
console.log('timestamp', timestamp, '>', (this.lastFpsUpdate + 1000), (timestamp > this.lastFpsUpdate + 1000));
202-
}
203-
204157
// Compute the new exponential moving average with an alpha of 0.25.
205158
// Using constants inline is okay here.
206159
this.fps = 0.25 * this.framesThisSecond + 0.75 * this.fps;
207160

208161
this.lastFpsUpdate = timestamp;
209162
this.framesThisSecond = 0;
210-
211-
if (window.bob > 200 && window.bob < 300)
212-
{
213-
console.log('lastFpsUpdate', this.lastFpsUpdate);
214-
console.log('framesThisSecond', this.framesThisSecond);
215-
console.log('fps', this.fps);
216-
}
217163
}
218164

219165
this.framesThisSecond++;
@@ -226,12 +172,6 @@ Phaser.State.MainLoop.prototype = {
226172

227173
this.frameDelta -= this.timestep;
228174

229-
if (window.bob > 200 && window.bob < 300)
230-
{
231-
console.log('%c update ', 'color: #ffffff; background: #ffff00;');
232-
console.log('update', this.frameDelta);
233-
}
234-
235175
if (++this.numUpdateSteps >= 240)
236176
{
237177
this.panic = true;
@@ -243,11 +183,6 @@ Phaser.State.MainLoop.prototype = {
243183

244184
if (this.state.settings.visible && this.state.sys.color.alpha !== 0 && this.state.sys.children.list.length > 0)
245185
{
246-
if (window.bob > 200 && window.bob < 300)
247-
{
248-
console.log('%c render ' + (this.frameDelta / this.timestep) + '% ', 'color: #ffffff; background: #0f0f0f;');
249-
}
250-
251186
this.game.renderer.render(this.state, this.frameDelta / this.timestep);
252187
}
253188

@@ -257,11 +192,6 @@ Phaser.State.MainLoop.prototype = {
257192
this.end(this.fps, this.panic);
258193

259194
this.panic = false;
260-
261-
if (window.bob > 200 && window.bob < 300)
262-
{
263-
console.log('%c MainLoop.step ', 'color: #ffffff; background: #ff0000;');
264-
}
265195
},
266196

267197
update: function (timestep)

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