Lines Matching refs:deltaTime
460 var deltaTime = now - (this.time || now);
467 this.tRex.updateJump(deltaTime, this.config);
470 this.runningTime += deltaTime;
482 deltaTime = !this.started ? 0 : deltaTime;
483 this.horizon.update(deltaTime, this.currentSpeed, hasObstacles);
491 this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame;
505 var playAcheivementSound = this.distanceMeter.update(deltaTime,
514 this.tRex.update(deltaTime);
623 var deltaTime = performance.now() - this.time;
627 (deltaTime >= this.config.GAMEOVER_CLEAR_TIME &&
1183 * @param {number} deltaTime
1186 update: function(deltaTime, speed) {
1188 this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime);
1410 * @param {!number} deltaTime
1413 update: function(deltaTime, opt_status) {
1414 this.timer += deltaTime;
1432 this.config.INTRO_DURATION) * deltaTime);
1485 var deltaTime = time - this.animStartTime;
1487 if (deltaTime >= this.blinkDelay) {
1523 * @param {number} deltaTime
1525 updateJump: function(deltaTime) {
1527 var framesElapsed = deltaTime / msPerFrame;
1555 this.update(deltaTime);
1736 * @param {number} deltaTime
1740 update: function(deltaTime, distance) {
1766 this.flashTimer += deltaTime;
2026 * @param {number} deltaTime
2029 update: function(deltaTime, speed) {
2030 var increment = Math.floor(speed * (FPS / 1000) * deltaTime);
2112 * @param {number} deltaTime
2118 update: function(deltaTime, currentSpeed, updateObstacles) {
2119 this.runningTime += deltaTime;
2120 this.horizonLine.update(deltaTime, currentSpeed);
2121 this.updateClouds(deltaTime, currentSpeed);
2124 this.updateObstacles(deltaTime, currentSpeed);
2130 * @param {number} deltaTime
2133 updateClouds: function(deltaTime, speed) {
2134 var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed;
2160 * @param {number} deltaTime
2163 updateObstacles: function(deltaTime, currentSpeed) {
2169 obstacle.update(deltaTime, currentSpeed);