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< div id = "main" >
< h1 class = "page-title" > Source: time/Time.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Time constructor.
*
* @class Phaser.Time
* @classdesc This is the core internal game clock. It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens.
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
Phaser.Time = function (game) {
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/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {number} time - Game time counter. If you need a value for in-game calculation please use Phaser.Time.now instead.
* @protected
*/
this.time = 0;
/**
* @property {number} now - The time right now.
* @protected
*/
this.now = 0;
/**
* @property {number} elapsed - Elapsed time since the last frame (in ms).
* @protected
*/
this.elapsed = 0;
/**
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
* @protected
*/
this.pausedTime = 0;
/**
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* @property {boolean} advancedTiming - If true Phaser.Time will perform advanced profiling including the fps rate, fps min/max and msMin and msMax.
* @default
*/
this.advancedTiming = false;
/**
* @property {number} fps - Frames per second. Only calculated if Time.advancedTiming is true.
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* @protected
*/
this.fps = 0;
/**
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* @property {number} fpsMin - The lowest rate the fps has dropped to. Only calculated if Time.advancedTiming is true.
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*/
this.fpsMin = 1000;
/**
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* @property {number} fpsMax - The highest rate the fps has reached (usually no higher than 60fps). Only calculated if Time.advancedTiming is true.
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*/
this.fpsMax = 0;
/**
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* @property {number} msMin - The minimum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.
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* @default
*/
this.msMin = 1000;
/**
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* @property {number} msMax - The maximum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.
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*/
this.msMax = 0;
/**
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* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates. In a stable 60fps system this will be 0.016 every frame.
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*/
this.physicsElapsed = 0;
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/**
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* @property {number} deltaCap - If you need to cap the delta timer, set the value here. For 60fps the delta should be 0.016, so try variances just above this.
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*/
this.deltaCap = 0;
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/**
* @property {number} timeCap - If the difference in time between two frame updates exceeds this value, the frame time is reset to avoid huge elapsed counts.
*/
this.timeCap = 1000;
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/**
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* @property {number} frames - The number of frames record in the last second. Only calculated if Time.advancedTiming is true.
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*/
this.frames = 0;
/**
* @property {number} pauseDuration - Records how long the game was paused for in miliseconds.
*/
this.pauseDuration = 0;
/**
* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
*/
this.timeToCall = 0;
/**
* @property {number} lastTime - Internal value used by timeToCall as part of the setTimeout loop
*/
this.lastTime = 0;
/**
* @property {Phaser.Timer} events - This is a Phaser.Timer object bound to the master clock to which you can add timed events.
*/
this.events = new Phaser.Timer(this.game, false);
/**
* @property {number} _started - The time at which the Game instance started.
* @private
*/
this._started = 0;
/**
* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
* @private
*/
this._timeLastSecond = 0;
/**
* @property {number} _pauseStarted - The time the game started being paused.
* @private
*/
this._pauseStarted = 0;
/**
* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
* @private
*/
this._justResumed = false;
/**
* @property {array} _timers - Internal store of Phaser.Timer objects.
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* @private
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*/
this._timers = [];
/**
* @property {number} _len - Temp. array length variable.
* @private
*/
this._len = 0;
/**
* @property {number} _i - Temp. array counter variable.
* @private
*/
this._i = 0;
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};
Phaser.Time.prototype = {
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/**
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* Called automatically by Phaser.Game after boot. Should not be called directly.
*
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* @method Phaser.Time#boot
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* @protected
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*/
boot: function () {
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this._started = Date.now();
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this.events.start();
},
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/**
* Adds an existing Phaser.Timer object to the Timer pool.
*
* @method Phaser.Time#add
* @param {Phaser.Timer} timer - An existing Phaser.Timer object.
* @return {Phaser.Timer} The given Phaser.Timer object.
*/
add: function (timer) {
this._timers.push(timer);
return timer;
},
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/**
* Creates a new stand-alone Phaser.Timer object.
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*
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* @method Phaser.Time#create
* @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
* @return {Phaser.Timer} The Timer object that was created.
*/
create: function (autoDestroy) {
if (typeof autoDestroy === 'undefined') { autoDestroy = true; }
var timer = new Phaser.Timer(this.game, autoDestroy);
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this._timers.push(timer);
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return timer;
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},
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/**
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* Remove all Timer objects, regardless of their state. Also clears all Timers from the Time.events timer.
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*
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* @method Phaser.Time#removeAll
*/
removeAll: function () {
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for (var i = 0; i < this._timers.length; i++)
{
this._timers[i].destroy();
}
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this._timers = [];
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this.events.removeAll();
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},
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/**
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* Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
*
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* @method Phaser.Time#update
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* @protected
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* @param {number} time - The current timestamp.
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*/
update: function (time) {
this.now = time;
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this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
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this.elapsed = this.now - this.time;
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// spike-dislike
if (this.elapsed > this.timeCap)
{
// For some reason the time between now and the last time the game was updated was larger than our timeCap
// This can happen if the Stage.disableVisibilityChange is true and you swap tabs, which makes the raf pause.
// In this case we'll drop to some default values to stop the game timers going nuts.
this.elapsed = 1 / 60;
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}
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// Calculate physics elapsed, ensure it's > 0, use 1/60 as a fallback
this.physicsElapsed = this.elapsed / 1000 || 1 / 60;
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if (this.deltaCap > 0 & & this.physicsElapsed > this.deltaCap)
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{
this.physicsElapsed = this.deltaCap;
}
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if (this.advancedTiming)
{
this.msMin = this.game.math.min(this.msMin, this.elapsed);
this.msMax = this.game.math.max(this.msMax, this.elapsed);
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this.frames++;
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if (this.now > this._timeLastSecond + 1000)
{
this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
this.fpsMin = this.game.math.min(this.fpsMin, this.fps);
this.fpsMax = this.game.math.max(this.fpsMax, this.fps);
this._timeLastSecond = this.now;
this.frames = 0;
}
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}
this.time = this.now;
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this.lastTime = time + this.timeToCall;
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// Paused but still running?
if (!this.game.paused)
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{
// Our internal Phaser.Timer
this.events.update(this.now);
// Any game level timers
this._i = 0;
this._len = this._timers.length;
while (this._i < this._len)
{
if (this._timers[this._i].update(this.now))
{
this._i++;
}
else
{
this._timers.splice(this._i, 1);
this._len--;
}
}
}
},
/**
* Called when the game enters a paused state.
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*
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* @method Phaser.Time#gamePaused
* @private
*/
gamePaused: function () {
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this._pauseStarted = this.now;
this.events.pause();
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var i = this._timers.length;
while (i--)
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{
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this._timers[i]._pause();
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}
},
/**
* Called when the game resumes from a paused state.
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*
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* @method Phaser.Time#gameResumed
* @private
*/
gameResumed: function () {
// Level out the elapsed timer to avoid spikes
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this.time = this.now = Date.now();
this.pauseDuration = this.time - this._pauseStarted;
this.events.resume();
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var i = this._timers.length;
while (i--)
{
this._timers[i]._resume();
}
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},
/**
* The number of seconds that have elapsed since the game was started.
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*
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* @method Phaser.Time#totalElapsedSeconds
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* @return {number} The number of seconds that have elapsed since the game was started.
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*/
totalElapsedSeconds: function() {
return (this.now - this._started) * 0.001;
},
/**
* How long has passed since the given time.
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*
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* @method Phaser.Time#elapsedSince
* @param {number} since - The time you want to measure against.
* @return {number} The difference between the given time and now.
*/
elapsedSince: function (since) {
return this.now - since;
},
/**
* How long has passed since the given time (in seconds).
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*
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* @method Phaser.Time#elapsedSecondsSince
* @param {number} since - The time you want to measure (in seconds).
* @return {number} Duration between given time and now (in seconds).
*/
elapsedSecondsSince: function (since) {
return (this.now - since) * 0.001;
},
/**
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* Resets the private _started value to now and removes all currently running Timers.
*
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* @method Phaser.Time#reset
*/
reset: function () {
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this._started = this.now;
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this.removeAll();
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}
};
Phaser.Time.prototype.constructor = Phaser.Time;
< / pre >
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