mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 04:53:38 +00:00
632 lines
15 KiB
JavaScript
632 lines
15 KiB
JavaScript
|
/**
|
||
|
* @ignore
|
||
|
*/
|
||
|
|
||
|
var Class = require('../utils/Class');
|
||
|
var GetValue = require('../utils/object/GetValue');
|
||
|
var NOOP = require('../utils/NOOP');
|
||
|
var RequestAnimationFrame = require('../dom/RequestAnimationFrame');
|
||
|
|
||
|
// Frame Rate config
|
||
|
// fps: {
|
||
|
// min: 10,
|
||
|
// target: 60,
|
||
|
// forceSetTimeOut: false,
|
||
|
// deltaHistory: 10,
|
||
|
// panicMax: 120
|
||
|
// }
|
||
|
|
||
|
// http://www.testufo.com/#test=animation-time-graph
|
||
|
|
||
|
var TimeStep = new Class({
|
||
|
|
||
|
initialize:
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @class TimeStep
|
||
|
* @memberOf Phaser.Boot
|
||
|
* @constructor
|
||
|
* @since 3.0.0
|
||
|
*
|
||
|
* @param {Phaser.Game} game - [description]
|
||
|
* @param {FPSConfig]} config - [description]
|
||
|
*/
|
||
|
function TimeStep (game, config)
|
||
|
{
|
||
|
/**
|
||
|
* A reference to the Phaser.Game instance.
|
||
|
*
|
||
|
* @property {Phaser.Game} game
|
||
|
* @readOnly
|
||
|
*/
|
||
|
this.game = game;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {Phaser.DOM.RequestAnimationFrame} raf
|
||
|
* @readOnly
|
||
|
*/
|
||
|
this.raf = new RequestAnimationFrame();
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {boolean} started
|
||
|
* @readOnly
|
||
|
*/
|
||
|
this.started = false;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {boolean} running
|
||
|
* @readOnly
|
||
|
*/
|
||
|
this.running = false;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} minFps
|
||
|
*/
|
||
|
this.minFps = GetValue(config, 'min', 5);
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} targetFps
|
||
|
*/
|
||
|
this.targetFps = GetValue(config, 'target', 60);
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {number} _min
|
||
|
* @private
|
||
|
*/
|
||
|
this._min = 1000 / this.minFps; // 200ms between frames (i.e. super slow!)
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {number} _target
|
||
|
* @private
|
||
|
*/
|
||
|
this._target = 1000 / this.targetFps; // 16.666ms between frames (i.e. normal)
|
||
|
|
||
|
// 200 / 1000 = 0.2 (5fps)
|
||
|
// 8.333 / 1000 = 0.008333 (120fps)
|
||
|
// 16.666 / 1000 = 0.01666 (60fps)
|
||
|
|
||
|
/**
|
||
|
* An exponential moving average of the frames per second.
|
||
|
*
|
||
|
* @property {integer} actualFps
|
||
|
* @readOnly
|
||
|
*/
|
||
|
this.actualFps = this.targetFps;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} nextFpsUpdate
|
||
|
* @readOnly
|
||
|
*/
|
||
|
this.nextFpsUpdate = 0;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} framesThisSecond
|
||
|
* @readOnly
|
||
|
*/
|
||
|
this.framesThisSecond = 0;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {function} callback
|
||
|
*/
|
||
|
this.callback = NOOP;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {boolean} forceSetTimeOut
|
||
|
* @readOnly
|
||
|
*/
|
||
|
this.forceSetTimeOut = GetValue(config, 'forceSetTimeOut', false);
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} time
|
||
|
*/
|
||
|
this.time = 0;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} startTime
|
||
|
*/
|
||
|
this.startTime = 0;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} lastTime
|
||
|
*/
|
||
|
this.lastTime = 0;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} frame
|
||
|
* @readOnly
|
||
|
*/
|
||
|
this.frame = 0;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {boolean} inFocus
|
||
|
* @readOnly
|
||
|
*/
|
||
|
this.inFocus = true;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} _pauseTime
|
||
|
* @private
|
||
|
*/
|
||
|
this._pauseTime = 0;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} _coolDown
|
||
|
* @private
|
||
|
*/
|
||
|
this._coolDown = 0;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} delta
|
||
|
*/
|
||
|
this.delta = 0;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} deltaIndex
|
||
|
*/
|
||
|
this.deltaIndex = 0;
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {array} deltaHistory
|
||
|
*/
|
||
|
this.deltaHistory = [];
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} deltaSmoothingMax
|
||
|
* @default 10
|
||
|
*/
|
||
|
this.deltaSmoothingMax = GetValue(config, 'deltaHistory', 10);
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @property {integer} panicMax
|
||
|
* @default 120
|
||
|
*/
|
||
|
this.panicMax = GetValue(config, 'panicMax', 120);
|
||
|
|
||
|
/**
|
||
|
* The actual elapsed time in ms between one update and the next.
|
||
|
* Unlike with `delta` no smoothing, capping, or averaging is applied to this value.
|
||
|
* So please be careful when using this value in calculations.
|
||
|
*
|
||
|
* @property {number} rawDelta
|
||
|
*/
|
||
|
this.rawDelta = 0;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Called when the DOM window.onBlur event triggers.
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#blur
|
||
|
* @since 3.0.0
|
||
|
*/
|
||
|
blur: function ()
|
||
|
{
|
||
|
this.inFocus = false;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Called when the DOM window.onFocus event triggers.
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#focus
|
||
|
* @since 3.0.0
|
||
|
*/
|
||
|
focus: function ()
|
||
|
{
|
||
|
this.inFocus = true;
|
||
|
|
||
|
this.resetDelta();
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Called when the visibility API says the game is 'hidden' (tab switch, etc)
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#pause
|
||
|
* @since 3.0.0
|
||
|
*/
|
||
|
pause: function ()
|
||
|
{
|
||
|
this._pauseTime = window.performance.now();
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Called when the visibility API says the game is 'visible' again (tab switch, etc)
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#resume
|
||
|
* @since 3.0.0
|
||
|
*/
|
||
|
resume: function ()
|
||
|
{
|
||
|
this.resetDelta();
|
||
|
|
||
|
this.startTime += this.time - this._pauseTime;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#resetDelta
|
||
|
* @since 3.0.0
|
||
|
*/
|
||
|
resetDelta: function ()
|
||
|
{
|
||
|
var now = window.performance.now();
|
||
|
|
||
|
this.time = now;
|
||
|
this.lastTime = now;
|
||
|
this.nextFpsUpdate = now + 1000;
|
||
|
this.framesThisSecond = 0;
|
||
|
this.frame = 0;
|
||
|
|
||
|
// Pre-populate smoothing array
|
||
|
|
||
|
for (var i = 0; i < this.deltaSmoothingMax; i++)
|
||
|
{
|
||
|
this.deltaHistory[i] = Math.min(this._target, this.deltaHistory[i]);
|
||
|
}
|
||
|
|
||
|
this.delta = 0;
|
||
|
this.deltaIndex = 0;
|
||
|
|
||
|
this._coolDown = this.panicMax;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#start
|
||
|
* @since 3.0.0
|
||
|
*
|
||
|
* @param {function} callback - [description]
|
||
|
*/
|
||
|
start: function (callback)
|
||
|
{
|
||
|
if (this.started)
|
||
|
{
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
this.started = true;
|
||
|
this.running = true;
|
||
|
|
||
|
for (var i = 0; i < this.deltaSmoothingMax; i++)
|
||
|
{
|
||
|
this.deltaHistory[i] = this._target;
|
||
|
}
|
||
|
|
||
|
this.resetDelta();
|
||
|
|
||
|
this.startTime = window.performance.now();
|
||
|
|
||
|
this.callback = callback;
|
||
|
|
||
|
this.raf.start(this.step.bind(this), this.forceSetTimeOut);
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#step
|
||
|
* @since 3.0.0
|
||
|
*
|
||
|
* @param {integer} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
|
||
|
*/
|
||
|
step: function (time)
|
||
|
{
|
||
|
// Debug only
|
||
|
// var debug = 0;
|
||
|
// var dump = [];
|
||
|
|
||
|
this.frame++;
|
||
|
|
||
|
this.rawDelta = time - this.lastTime;
|
||
|
|
||
|
var idx = this.deltaIndex;
|
||
|
var history = this.deltaHistory;
|
||
|
var max = this.deltaSmoothingMax;
|
||
|
|
||
|
// delta time (time is in ms)
|
||
|
var dt = (time - this.lastTime);
|
||
|
|
||
|
// When a browser switches tab, then comes back again, it takes around 10 frames before
|
||
|
// the delta time settles down so we employ a 'cooling down' period before we start
|
||
|
// trusting the delta values again, to avoid spikes flooding through our delta average
|
||
|
|
||
|
if (this._coolDown > 0 || !this.inFocus)
|
||
|
{
|
||
|
this._coolDown--;
|
||
|
|
||
|
dt = Math.min(dt, this._target);
|
||
|
|
||
|
// debug = (time - this.lastTime);
|
||
|
}
|
||
|
|
||
|
if (dt > this._min)
|
||
|
{
|
||
|
// Probably super bad start time or browser tab context loss,
|
||
|
// so use the last 'sane' dt value
|
||
|
|
||
|
// debug = dt;
|
||
|
|
||
|
dt = history[idx];
|
||
|
|
||
|
// Clamp delta to min (in case history has become corrupted somehow)
|
||
|
dt = Math.min(dt, this._min);
|
||
|
}
|
||
|
|
||
|
// Smooth out the delta over the previous X frames
|
||
|
|
||
|
// add the delta to the smoothing array
|
||
|
history[idx] = dt;
|
||
|
|
||
|
// adjusts the delta history array index based on the smoothing count
|
||
|
// this stops the array growing beyond the size of deltaSmoothingMax
|
||
|
this.deltaIndex++;
|
||
|
|
||
|
if (this.deltaIndex > max)
|
||
|
{
|
||
|
this.deltaIndex = 0;
|
||
|
}
|
||
|
|
||
|
// Delta Average
|
||
|
var avg = 0;
|
||
|
|
||
|
// Loop the history array, adding the delta values together
|
||
|
|
||
|
for (var i = 0; i < max; i++)
|
||
|
{
|
||
|
// Debug
|
||
|
// if (history[i] < 16 || history[i] > 17)
|
||
|
// {
|
||
|
// dump.push({ i: i, dt: history[i] });
|
||
|
// }
|
||
|
|
||
|
avg += history[i];
|
||
|
}
|
||
|
|
||
|
// Then divide by the array length to get the average delta
|
||
|
avg /= max;
|
||
|
|
||
|
// Set as the world delta value
|
||
|
this.delta = avg;
|
||
|
|
||
|
// Real-world timer advance
|
||
|
// this.time += avg;
|
||
|
this.time += this.rawDelta;
|
||
|
|
||
|
// Update the estimate of the frame rate, `fps`. Every second, the number
|
||
|
// of frames that occurred in that second are included in an exponential
|
||
|
// moving average of all frames per second, with an alpha of 0.25. This
|
||
|
// means that more recent seconds affect the estimated frame rate more than
|
||
|
// older seconds.
|
||
|
//
|
||
|
// When a browser window is NOT minimized, but is covered up (i.e. you're using
|
||
|
// another app which has spawned a window over the top of the browser), then it
|
||
|
// will start to throttle the raf callback time. It waits for a while, and then
|
||
|
// starts to drop the frame rate at 1 frame per second until it's down to just over 1fps.
|
||
|
// So if the game was running at 60fps, and the player opens a new window, then
|
||
|
// after 60 seconds (+ the 'buffer time') it'll be down to 1fps, so rafin'g at 1Hz.
|
||
|
//
|
||
|
// When they make the game visible again, the frame rate is increased at a rate of
|
||
|
// approx. 8fps, back up to 60fps (or the max it can obtain)
|
||
|
//
|
||
|
// There is no easy way to determine if this drop in frame rate is because the
|
||
|
// browser is throttling raf, or because the game is struggling with performance
|
||
|
// because you're asking it to do too much on the device.
|
||
|
|
||
|
if (time > this.nextFpsUpdate)
|
||
|
{
|
||
|
// Compute the new exponential moving average with an alpha of 0.25.
|
||
|
this.actualFps = 0.25 * this.framesThisSecond + 0.75 * this.actualFps;
|
||
|
this.nextFpsUpdate = time + 1000;
|
||
|
this.framesThisSecond = 0;
|
||
|
|
||
|
// if (this.actualFps < 56)
|
||
|
// {
|
||
|
// console.log(this.actualFps);
|
||
|
// console.log('F', this.frame, 'Avg', avg, 'Dt', debug, 'Panic', this._coolDown);
|
||
|
// }
|
||
|
}
|
||
|
|
||
|
this.framesThisSecond++;
|
||
|
|
||
|
// Interpolation - how far between what is expected and where we are?
|
||
|
var interpolation = avg / this._target;
|
||
|
|
||
|
this.callback(time, avg, interpolation);
|
||
|
|
||
|
// Shift time value over
|
||
|
this.lastTime = time;
|
||
|
|
||
|
// if (debug !== 0)
|
||
|
// {
|
||
|
// console.log('F', this.frame, 'Avg', avg, 'Dt', debug, 'Panic', this._coolDown);
|
||
|
// }
|
||
|
|
||
|
/*
|
||
|
if (debug !== 0 || dump.length)
|
||
|
{
|
||
|
console.group('Frame ' + this.frame);
|
||
|
console.log('Interpolation', interpolation, '%');
|
||
|
|
||
|
if (debug)
|
||
|
{
|
||
|
console.log('Elapsed', debug, 'ms');
|
||
|
}
|
||
|
|
||
|
// console.log('Frame', this.frame, 'Delta', avg, '(average)', debug, '(now)');
|
||
|
|
||
|
console.log('Delta', avg, '(average)');
|
||
|
|
||
|
if (dump.length)
|
||
|
{
|
||
|
console.table(dump);
|
||
|
}
|
||
|
|
||
|
console.groupEnd();
|
||
|
}
|
||
|
*/
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#tick
|
||
|
* @since 3.0.0
|
||
|
*/
|
||
|
tick: function ()
|
||
|
{
|
||
|
this.step(window.performance.now());
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#sleep
|
||
|
* @since 3.0.0
|
||
|
*/
|
||
|
sleep: function ()
|
||
|
{
|
||
|
if (this.running)
|
||
|
{
|
||
|
this.raf.stop();
|
||
|
|
||
|
this.running = false;
|
||
|
}
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#wake
|
||
|
* @since 3.0.0
|
||
|
*
|
||
|
* @param {boolean} [seamless=false] - [description]
|
||
|
*/
|
||
|
wake: function (seamless)
|
||
|
{
|
||
|
if (this.running)
|
||
|
{
|
||
|
this.sleep();
|
||
|
}
|
||
|
else if (seamless)
|
||
|
{
|
||
|
this.startTime += -this.lastTime + (this.lastTime = window.performance.now());
|
||
|
}
|
||
|
|
||
|
this.raf.start(this.step.bind(this), this.useRAF);
|
||
|
|
||
|
this.running = true;
|
||
|
|
||
|
this.step(window.performance.now());
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#setFps
|
||
|
* @since 3.0.0
|
||
|
*
|
||
|
* @param {integer} value - [description]
|
||
|
*/
|
||
|
setFps: function (value)
|
||
|
{
|
||
|
this.sleep();
|
||
|
|
||
|
this.fps = value;
|
||
|
|
||
|
this.wake();
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#getFps
|
||
|
* @since 3.0.0
|
||
|
*
|
||
|
* @return {integer} [description]
|
||
|
*/
|
||
|
getFps: function ()
|
||
|
{
|
||
|
return this.fps;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#stop
|
||
|
* @since 3.0.0
|
||
|
*
|
||
|
* @return {[type]} [description]
|
||
|
*/
|
||
|
stop: function ()
|
||
|
{
|
||
|
this.running = false;
|
||
|
this.started = false;
|
||
|
|
||
|
this.raf.stop();
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* [description]
|
||
|
*
|
||
|
* @method Phaser.Boot.TimeStep#destroy
|
||
|
* @since 3.0.0
|
||
|
*/
|
||
|
destroy: function ()
|
||
|
{
|
||
|
this.stop();
|
||
|
}
|
||
|
|
||
|
});
|
||
|
|
||
|
module.exports = TimeStep;
|