wip/pausetime
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { create: create, render: render });
var log = '';
var t;
function create() {
log += 'game started at ' + this.time.now + '\n';
// log += 'pagehide? ' + window['onpagehide'] + '\n';
// log += 'blur? ' + window['blur'] + '\n';
console.log('game started at ' + this.time.now);
game.stage.backgroundColor = '#2d2d2d';
game.onPause.add(onGamePause, this);
game.onResume.add(onGameResume, this);
t = game.add.text(32, 32, log, { font: '14px Arial', fill: '#ffffff' });
// window.unload = function() { console.log('unload'); };
}
function onGamePause(event) {
log += 'game paused at ' + this.time.now + '\n';
log += 'event ' + event.type + '\n';
console.log('game paused at ' + this.time.now);
}
function onGameResume(event) {
log += 'game un-paused at ' + this.time.now + '\n';
log += 'was paused for ' + game.time.pauseDuration + '\n';
log += 'event ' + event.type + '\n';
console.log('game un-paused at ' + this.time.now);
console.log('was paused for ' + game.time.pauseDuration);
}
function render() {
// console.log('tick');
t.text = log;
game.debug.text('now: ' + game.time.now, 500, 32);
// game.debug.text(log, 32, 64);
// game.debug.text('paused: ' + game.paused, 32, 64);
}