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< h1 class = "page-title" > Source: time/Time.js< / h1 >
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< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @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) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* The time at which the Game instance started.
* @property {number} _started
* @private
* @default
*/
this._started = 0;
/**
* The time (in ms) that the last second counter ticked over.
* @property {number} _timeLastSecond
* @private
* @default
*/
this._timeLastSecond = 0;
/**
* The time the game started being paused.
* @property {number} _pauseStarted
* @private
* @default
*/
this._pauseStarted = 0;
/**
* The elapsed time calculated for the physics motion updates.
* @property {number} physicsElapsed
* @default
*/
this.physicsElapsed = 0;
/**
* Game time counter.
* @property {number} time
* @default
*/
this.time = 0;
/**
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property {number} pausedTime
* @default
*/
this.pausedTime = 0;
/**
* The time right now.
* @property {number} now
* @default
*/
this.now = 0;
/**
* Elapsed time since the last frame.
* @property {number} elapsed
* @default
*/
this.elapsed = 0;
/**
* Frames per second.
* @property {number} fps
* @default
*/
this.fps = 0;
/**
* The lowest rate the fps has dropped to.
* @property {number} fpsMin
* @default
*/
this.fpsMin = 1000;
/**
* The highest rate the fps has reached (usually no higher than 60fps).
* @property {number} fpsMax
* @default
*/
this.fpsMax = 0;
/**
* The minimum amount of time the game has taken between two frames.
* @property {number} msMin
* @default
*/
this.msMin = 1000;
/**
* The maximum amount of time the game has taken between two frames.
* @property {number} msMax
* @default
*/
this.msMax = 0;
/**
* The number of frames record in the last second.
* @property {number} frames
* @default
*/
this.frames = 0;
/**
* Records how long the game was paused for in miliseconds.
* @property {number} pauseDuration
* @default
*/
this.pauseDuration = 0;
/**
* The value that setTimeout needs to work out when to next update
* @property {number} timeToCall
* @default
*/
this.timeToCall = 0;
/**
* Internal value used by timeToCall as part of the setTimeout loop
* @property {number} lastTime
* @default
*/
this.lastTime = 0;
// Listen for game pause/resume events
this.game.onPause.add(this.gamePaused, this);
this.game.onResume.add(this.gameResumed, this);
/**
* Description.
* @property {boolean} _justResumed
* @default
*/
this._justResumed = false;
};
Phaser.Time.prototype = {
/**
* The number of seconds that have elapsed since the game was started.
* @method Phaser.Time#totalElapsedSeconds
* @return {number}
*/
totalElapsedSeconds: function() {
return (this.now - this._started) * 0.001;
},
/**
* Updates the game clock and calculate the fps. This is called automatically by Phaser.Game.
* @method Phaser.Time#update
* @param {number} time - The current timestamp, either performance.now or Date.now depending on the browser.
*/
update: function (time) {
this.now = time;
if (this._justResumed)
{
this.time = this.now;
this._justResumed = false;
}
this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
this.elapsed = this.now - this.time;
this.msMin = this.game.math.min(this.msMin, this.elapsed);
this.msMax = this.game.math.max(this.msMax, this.elapsed);
this.frames++;
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;
}
this.time = this.now;
this.lastTime = time + this.timeToCall;
this.physicsElapsed = 1.0 * (this.elapsed / 1000);
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// Clamp the delta
if (this.physicsElapsed > 1)
{
this.physicsElapsed = 1;
}
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// Paused?
if (this.game.paused)
{
this.pausedTime = this.now - this._pauseStarted;
}
},
/**
* Called when the game enters a paused state.
* @method Phaser.Time#gamePaused
* @private
*/
gamePaused: function () {
this._pauseStarted = this.now;
},
/**
* Called when the game resumes from a paused state.
* @method Phaser.Time#gameResumed
* @private
*/
gameResumed: function () {
// Level out the elapsed timer to avoid spikes
this.time = Date.now();
this.pauseDuration = this.pausedTime;
this._justResumed = true;
},
/**
* How long has passed since the given time.
* @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).
* @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;
},
/**
* Resets the private _started value to now.
* @method Phaser.Time#reset
*/
reset: function () {
this._started = this.now;
}
};< / pre >
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