2013-08-28 06:02:55 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2014-02-05 05:54:25 +00:00
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* @copyright 2014 Photon Storm Ltd.
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2013-10-01 12:54:29 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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2013-08-28 06:02:55 +00:00
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*/
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/**
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2013-10-01 12:54:29 +00:00
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* Time constructor.
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2013-08-28 06:02:55 +00:00
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*
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2013-10-01 12:54:29 +00:00
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* @class Phaser.Time
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2013-10-03 01:38:35 +00:00
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* @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.
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2013-08-28 06:02:55 +00:00
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* @constructor
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* @param {Phaser.Game} game A reference to the currently running game.
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*/
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Phaser.Time = function (game) {
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2014-01-09 00:59:37 +00:00
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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2013-09-12 14:39:52 +00:00
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2014-01-09 00:59:37 +00:00
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/**
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2014-01-20 20:14:34 +00:00
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* @property {number} time - Game time counter. If you need a value for in-game calculation please use Phaser.Time.now instead.
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* @protected
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2014-01-09 00:59:37 +00:00
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*/
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this.time = 0;
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2014-01-08 11:21:30 +00:00
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2014-01-09 00:59:37 +00:00
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/**
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* @property {number} now - The time right now.
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2014-01-20 20:14:34 +00:00
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* @protected
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2014-01-09 00:59:37 +00:00
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*/
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this.now = 0;
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2013-08-29 02:52:59 +00:00
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2014-01-08 11:21:30 +00:00
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/**
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2014-01-09 00:59:37 +00:00
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* @property {number} elapsed - Elapsed time since the last frame (in ms).
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2014-01-20 20:14:34 +00:00
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* @protected
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2014-01-08 11:21:30 +00:00
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*/
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2014-01-09 00:59:37 +00:00
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this.elapsed = 0;
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2014-01-08 01:53:28 +00:00
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2014-01-20 20:14:34 +00:00
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/**
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* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
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* @protected
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*/
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this.pausedTime = 0;
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2014-01-09 00:59:37 +00:00
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/**
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2014-02-25 03:50:52 +00:00
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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.
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* @default
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*/
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this.advancedTiming = false;
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/**
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* @property {number} fps - Frames per second. Only calculated if Time.advancedTiming is true.
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2014-01-20 20:14:34 +00:00
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* @protected
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2014-01-09 00:59:37 +00:00
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*/
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this.fps = 0;
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2014-01-08 11:21:30 +00:00
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2014-01-09 00:59:37 +00:00
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/**
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2014-02-25 03:50:52 +00:00
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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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2014-01-09 00:59:37 +00:00
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*/
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this.fpsMin = 1000;
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2014-01-08 11:21:30 +00:00
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/**
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2014-02-25 03:50:52 +00:00
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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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2014-01-08 11:21:30 +00:00
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*/
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2014-01-09 00:59:37 +00:00
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this.fpsMax = 0;
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2014-01-08 11:21:30 +00:00
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2014-01-09 00:59:37 +00:00
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/**
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2014-02-25 03:50:52 +00:00
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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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2014-01-09 00:59:37 +00:00
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* @default
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*/
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this.msMin = 1000;
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2014-01-08 11:21:30 +00:00
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2014-01-09 00:59:37 +00:00
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/**
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2014-02-25 03:50:52 +00:00
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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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2014-01-09 00:59:37 +00:00
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*/
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this.msMax = 0;
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2014-01-08 11:21:30 +00:00
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2014-01-20 20:14:34 +00:00
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/**
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2014-04-09 11:15:29 +00:00
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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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2014-01-20 20:14:34 +00:00
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*/
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this.physicsElapsed = 0;
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2014-03-20 00:20:02 +00:00
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/**
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2014-04-09 11:15:29 +00:00
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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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2014-03-20 00:20:02 +00:00
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*/
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this.deltaCap = 0;
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2014-01-08 11:21:30 +00:00
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/**
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2014-02-25 03:50:52 +00:00
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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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2014-01-08 11:21:30 +00:00
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*/
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2014-01-09 00:59:37 +00:00
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this.frames = 0;
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2014-01-08 11:21:30 +00:00
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2014-01-09 00:59:37 +00:00
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/**
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* @property {number} pauseDuration - Records how long the game was paused for in miliseconds.
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*/
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this.pauseDuration = 0;
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2014-01-08 11:21:30 +00:00
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2014-01-09 00:59:37 +00:00
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/**
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* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
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*/
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this.timeToCall = 0;
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/**
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* @property {number} lastTime - Internal value used by timeToCall as part of the setTimeout loop
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*/
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this.lastTime = 0;
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/**
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* @property {Phaser.Timer} events - This is a Phaser.Timer object bound to the master clock to which you can add timed events.
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*/
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this.events = new Phaser.Timer(this.game, false);
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/**
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* @property {number} _started - The time at which the Game instance started.
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* @private
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*/
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this._started = 0;
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/**
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* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
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* @private
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*/
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this._timeLastSecond = 0;
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/**
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* @property {number} _pauseStarted - The time the game started being paused.
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* @private
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*/
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this._pauseStarted = 0;
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/**
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* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
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* @private
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*/
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this._justResumed = false;
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/**
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* @property {array} _timers - Internal store of Phaser.Timer objects.
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* @private
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*/
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this._timers = [];
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/**
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* @property {number} _len - Temp. array length variable.
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* @private
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*/
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this._len = 0;
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/**
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* @property {number} _i - Temp. array counter variable.
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* @private
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*/
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this._i = 0;
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};
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Phaser.Time.prototype = {
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2014-01-08 11:21:30 +00:00
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/**
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2014-02-26 19:51:28 +00:00
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* Called automatically by Phaser.Game after boot. Should not be called directly.
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*
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2014-01-09 00:59:37 +00:00
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* @method Phaser.Time#boot
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2014-02-26 19:51:28 +00:00
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* @protected
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2014-01-08 11:21:30 +00:00
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*/
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2014-01-09 00:59:37 +00:00
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boot: function () {
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2014-01-08 11:21:30 +00:00
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2014-02-27 22:35:06 +00:00
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this._started = Date.now();
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2014-01-09 00:59:37 +00:00
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this.events.start();
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2014-01-08 11:21:30 +00:00
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},
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2014-01-08 01:53:28 +00:00
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2014-01-04 02:53:32 +00:00
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/**
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2014-01-08 01:53:28 +00:00
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* Creates a new stand-alone Phaser.Timer object.
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2014-02-26 19:51:28 +00:00
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*
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2014-01-04 02:53:32 +00:00
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* @method Phaser.Time#create
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2014-01-09 00:59:37 +00:00
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* @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).
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* @return {Phaser.Timer} The Timer object that was created.
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2014-01-04 02:53:32 +00:00
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*/
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2014-01-09 00:59:37 +00:00
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create: function (autoDestroy) {
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2014-01-04 02:53:32 +00:00
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2014-01-09 00:59:37 +00:00
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if (typeof autoDestroy === 'undefined') { autoDestroy = true; }
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2014-01-04 02:53:32 +00:00
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2014-01-09 00:59:37 +00:00
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var timer = new Phaser.Timer(this.game, autoDestroy);
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2014-01-04 02:53:32 +00:00
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2014-01-09 00:59:37 +00:00
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this._timers.push(timer);
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2014-01-04 02:53:32 +00:00
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2014-01-09 00:59:37 +00:00
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return timer;
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2014-01-04 02:53:32 +00:00
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2014-01-09 00:59:37 +00:00
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},
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2014-01-04 02:53:32 +00:00
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/**
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2014-03-19 12:05:19 +00:00
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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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2014-02-26 19:51:28 +00:00
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*
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2014-01-04 02:53:32 +00:00
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* @method Phaser.Time#removeAll
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*/
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removeAll: function () {
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2014-01-09 00:59:37 +00:00
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for (var i = 0; i < this._timers.length; i++)
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{
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this._timers[i].destroy();
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}
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2014-01-04 02:53:32 +00:00
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2014-01-09 00:59:37 +00:00
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this._timers = [];
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2014-01-04 02:53:32 +00:00
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2014-03-19 12:05:19 +00:00
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this.events.removeAll();
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2014-01-04 02:53:32 +00:00
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},
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2014-01-09 00:59:37 +00:00
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/**
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2014-02-26 19:51:28 +00:00
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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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*
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2014-01-09 00:59:37 +00:00
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* @method Phaser.Time#update
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2014-02-26 19:51:28 +00:00
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* @protected
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2014-01-09 00:59:37 +00:00
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* @param {number} time - The current timestamp, either performance.now or Date.now depending on the browser.
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*/
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update: function (time) {
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2013-08-29 02:52:59 +00:00
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2014-01-09 00:59:37 +00:00
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this.now = time;
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2013-09-12 15:18:44 +00:00
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2014-01-09 00:59:37 +00:00
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if (this._justResumed)
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{
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this.time = this.now;
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this._justResumed = false;
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2014-03-23 07:59:28 +00:00
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2014-01-09 00:59:37 +00:00
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this.events.resume();
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2013-09-12 15:18:44 +00:00
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2014-01-09 00:59:37 +00:00
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for (var i = 0; i < this._timers.length; i++)
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{
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2014-02-26 23:27:22 +00:00
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this._timers[i]._resume();
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2014-01-09 00:59:37 +00:00
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}
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}
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2013-08-28 06:02:55 +00:00
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2014-01-09 00:59:37 +00:00
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this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
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2013-08-28 06:02:55 +00:00
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2014-01-09 00:59:37 +00:00
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this.elapsed = this.now - this.time;
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2014-04-24 10:49:12 +00:00
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//calculate physics elapsed, ensure it's > 0, use 1/60 as a fallback
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this.physicsElapsed = this.elapsed / 1000 || 1/60;
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2013-08-28 06:02:55 +00:00
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2014-03-20 00:20:02 +00:00
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if (this.deltaCap > 0 && this.physicsElapsed > this.deltaCap)
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{
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this.physicsElapsed = this.deltaCap;
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}
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2014-02-25 03:50:52 +00:00
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if (this.advancedTiming)
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{
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this.msMin = this.game.math.min(this.msMin, this.elapsed);
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this.msMax = this.game.math.max(this.msMax, this.elapsed);
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2013-08-28 06:02:55 +00:00
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2014-02-25 03:50:52 +00:00
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this.frames++;
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2013-08-28 06:02:55 +00:00
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2014-02-25 03:50:52 +00:00
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if (this.now > this._timeLastSecond + 1000)
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{
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this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
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this.fpsMin = this.game.math.min(this.fpsMin, this.fps);
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this.fpsMax = this.game.math.max(this.fpsMax, this.fps);
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this._timeLastSecond = this.now;
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this.frames = 0;
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}
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2014-01-09 00:59:37 +00:00
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}
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2013-08-28 06:02:55 +00:00
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2014-01-09 00:59:37 +00:00
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this.time = this.now;
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this.lastTime = time + this.timeToCall;
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2014-02-25 02:59:24 +00:00
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// Paused but still running?
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2014-02-25 03:50:52 +00:00
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if (!this.game.paused)
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2014-01-09 00:59:37 +00:00
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{
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// Our internal Phaser.Timer
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this.events.update(this.now);
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2014-01-08 11:21:30 +00:00
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2014-01-09 00:59:37 +00:00
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// Any game level timers
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this._i = 0;
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this._len = this._timers.length;
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2014-01-04 02:53:32 +00:00
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2014-01-09 00:59:37 +00:00
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while (this._i < this._len)
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2014-01-04 02:53:32 +00:00
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{
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2014-01-09 00:59:37 +00:00
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if (this._timers[this._i].update(this.now))
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{
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this._i++;
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}
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else
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{
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this._timers.splice(this._i, 1);
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this._len--;
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}
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2014-01-04 02:53:32 +00:00
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}
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2014-01-09 00:59:37 +00:00
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}
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2014-01-04 02:53:32 +00:00
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2014-01-09 00:59:37 +00:00
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},
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/**
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* Called when the game enters a paused state.
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2014-02-26 19:51:28 +00:00
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*
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2014-01-09 00:59:37 +00:00
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* @method Phaser.Time#gamePaused
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* @private
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*/
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2014-03-12 21:19:00 +00:00
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gamePaused: function () {
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2014-03-23 07:59:28 +00:00
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2014-03-13 16:49:52 +00:00
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this._pauseStarted = this.now;
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2014-01-09 00:59:37 +00:00
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this.events.pause();
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2014-02-25 02:59:24 +00:00
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var i = this._timers.length;
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while (i--)
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2014-01-09 00:59:37 +00:00
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{
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2014-02-26 23:27:22 +00:00
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this._timers[i]._pause();
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2014-01-04 02:53:32 +00:00
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}
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2014-01-09 00:59:37 +00:00
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},
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/**
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* Called when the game resumes from a paused state.
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2014-02-26 19:51:28 +00:00
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*
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2014-01-09 00:59:37 +00:00
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* @method Phaser.Time#gameResumed
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* @private
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*/
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2014-03-12 21:19:00 +00:00
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gameResumed: function () {
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2014-01-09 00:59:37 +00:00
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// Level out the elapsed timer to avoid spikes
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this.time = Date.now();
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2014-02-25 02:59:24 +00:00
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2014-04-26 02:48:06 +00:00
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this.pauseDuration = this.time - this._pauseStarted;
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2014-01-09 00:59:37 +00:00
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this._justResumed = true;
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2014-04-26 02:48:06 +00:00
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this.events.resume();
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// var i = this._timers.length;
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// while (i--)
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// {
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// this._timers[i]._resume();
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// }
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2014-01-09 00:59:37 +00:00
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},
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/**
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* The number of seconds that have elapsed since the game was started.
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2014-02-26 19:51:28 +00:00
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*
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2014-01-09 00:59:37 +00:00
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* @method Phaser.Time#totalElapsedSeconds
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2014-02-26 19:51:28 +00:00
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* @return {number} The number of seconds that have elapsed since the game was started.
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2014-01-09 00:59:37 +00:00
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*/
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totalElapsedSeconds: function() {
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return (this.now - this._started) * 0.001;
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},
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/**
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* How long has passed since the given time.
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2014-02-26 19:51:28 +00:00
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*
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2014-01-09 00:59:37 +00:00
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* @method Phaser.Time#elapsedSince
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* @param {number} since - The time you want to measure against.
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* @return {number} The difference between the given time and now.
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*/
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elapsedSince: function (since) {
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return this.now - since;
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},
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/**
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* How long has passed since the given time (in seconds).
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2014-02-26 19:51:28 +00:00
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*
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2014-01-09 00:59:37 +00:00
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* @method Phaser.Time#elapsedSecondsSince
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* @param {number} since - The time you want to measure (in seconds).
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* @return {number} Duration between given time and now (in seconds).
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*/
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elapsedSecondsSince: function (since) {
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return (this.now - since) * 0.001;
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},
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/**
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2014-03-02 10:56:39 +00:00
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* Resets the private _started value to now and removes all currently running Timers.
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2014-02-26 19:51:28 +00:00
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*
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2014-01-09 00:59:37 +00:00
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* @method Phaser.Time#reset
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*/
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reset: function () {
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2014-03-02 10:56:39 +00:00
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2014-01-09 00:59:37 +00:00
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this._started = this.now;
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2014-03-02 10:56:39 +00:00
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this.removeAll();
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2014-01-09 00:59:37 +00:00
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}
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2013-08-28 06:02:55 +00:00
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2013-12-30 16:54:00 +00:00
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};
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Phaser.Time.prototype.constructor = Phaser.Time;
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