/// <summary> /// This is the main game update logic section. /// The onEnterFrame() handler is in charge of calling this /// the appropriate number of times each frame. /// This block handles state changes, replays, all that good stuff. /// </summary> protected internal void Step() { if (RequestedReset) { RequestedReset = false; // flx# - create new instance from initialState, otherwise this wont work... RequestedState = InitialState; //_replayTimer = 0; //_replayCancelKeys = null; FlxG.reset(); } // handle replay-related requests /* * if (_recordingRequested) * { * _recordingRequested = false; * _replay.create(FlxG.globalSeed); * _recording = true; * if (_debugger != null) * { * _debugger.vcr.recording(); * FlxG.log("FLIXEL: starting new flixel gameplay record."); * } * } * else if (_replayRequested) * { * _replayRequested = false; * _replay.rewind(); * FlxG.globalSeed = _replay.seed; * if (_debugger != null) * _debugger.vcr.playing(); * _replaying = true; * } */ // handle state switching requests if (State != RequestedState) { switchState(); } // finally actually step through the game physics FlxBasic.activeCount = 0; /* * if(_replaying) * { * _replay.playNextFrame(); * if(_replayTimer > 0) * { * _replayTimer -= _step; * if(_replayTimer <= 0) * { * if(_replayCallback != null) * { * _replayCallback(); * _replayCallback = null; * } * else * FlxG.stopReplay(); * } * } * if(_replaying && _replay.finished) * { * FlxG.stopReplay(); * if(_replayCallback != null) * { * _replayCallback(); * _replayCallback = null; * } * } * if(_debugger != null) * _debugger.vcr.updateRuntime(_step); * } * else */ { FlxG.updateInput(); } /* * if(_recording) * { * _replay.recordFrame(); * if(_debugger != null) * _debugger.vcr.updateRuntime(_step); * } */ update(); FlxG.mouse.wheel = 0; //if (_debuggerUp) // _debugger.perf.activeObjects(FlxBasic._ACTIVECOUNT); }