2013-10-03 01:38:35 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
< title > Phaser Source: time/Time.js< / title >
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
< div class = "navbar-inner" >
< a class = "brand" href = "index.html" > Phaser< / a >
< ul class = "nav" >
< li class = "dropdown" >
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "Phaser.html" > Phaser< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
< li >
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
< / li >
< li >
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
< li >
< a href = "Phaser.Button.html" > Button< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Cache.html" > Cache< / a >
< / li >
< li >
< a href = "Phaser.Camera.html" > Camera< / a >
< / li >
< li >
< a href = "Phaser.Canvas.html" > Canvas< / a >
< / li >
< li >
< a href = "Phaser.Circle.html" > Circle< / a >
< / li >
< li >
< a href = "Phaser.Color.html" > Color< / a >
< / li >
< li >
< a href = "Phaser.Device.html" > Device< / a >
< / li >
< li >
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
< li >
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
< li >
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
< li >
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
< li >
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
< li >
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Events.html" > Events< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
< li >
< a href = "Phaser.FrameData.html" > FrameData< / a >
< / li >
< li >
< a href = "Phaser.Game.html" > Game< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
< li >
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Group.html" > Group< / a >
< / li >
< li >
< a href = "Phaser.Input.html" > Input< / a >
< / li >
< li >
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
< li >
< a href = "Phaser.Key.html" > Key< / a >
< / li >
< li >
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
< li >
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
< li >
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
< li >
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
< / li >
< li >
< a href = "Phaser.Math.html" > Math< / a >
< / li >
< li >
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
< li >
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
< / li >
< li >
< a href = "Phaser.Net.html" > Net< / a >
< / li >
< li >
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
< li >
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
< li >
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
2013-10-25 16:30:37 +00:00
< li >
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
< li >
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
< li >
< a href = "Phaser.Point.html" > Point< / a >
< / li >
< li >
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
< li >
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
< li >
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
< li >
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
< li >
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
< li >
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
< li >
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
< li >
< a href = "Phaser.StageScaleMode.html" > StageScaleMode< / a >
< / li >
< li >
< a href = "Phaser.State.html" > State< / a >
< / li >
< li >
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Text.html" > Text< / a >
< / li >
< li >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Time.html" > Time< / a >
< / li >
< li >
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
< li >
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
< li >
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
< li >
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
< li >
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
< li >
< a href = "Phaser.World.html" > World< / a >
< / li >
< li >
< a href = "SignalBinding.html" > SignalBinding< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2013-10-25 15:54:40 +00:00
< li >
< a href = "global.html#bottom" > bottom< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "global.html#HEXtoRGB" > HEXtoRGB< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "global.html#right" > right< / a >
< / li >
2013-10-03 01:38:35 +00:00
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< 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>
* @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);
2013-10-25 15:54:40 +00:00
// Clamp the delta
if (this.physicsElapsed > 1)
{
this.physicsElapsed = 1;
}
2013-10-03 01:38:35 +00:00
// 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 >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2013 Photon Storm Ltd.
< / span >
< br / >
< span class = "jsdoc-message" >
2013-10-25 15:54:40 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2013-11-01 18:16:52 +00:00
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-03 01:38:35 +00:00
< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >