phaser/src/time/Time.js

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/**
* @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}
*/
/**
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* Time constructor.
*
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* @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;
/**
* @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;
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/**
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
* @protected
*/
this.pausedTime = 0;
/**
* @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.
* @protected
*/
this.fps = 0;
/**
* @property {number} fpsMin - The lowest rate the fps has dropped to. Only calculated if Time.advancedTiming is true.
*/
this.fpsMin = 1000;
/**
* @property {number} fpsMax - The highest rate the fps has reached (usually no higher than 60fps). Only calculated if Time.advancedTiming is true.
*/
this.fpsMax = 0;
/**
* @property {number} msMin - The minimum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.
* @default
*/
this.msMin = 1000;
/**
* @property {number} msMax - The maximum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.
*/
this.msMax = 0;
/**
* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates.
*/
this.physicsElapsed = 0;
/**
* @property {number} frames - The number of frames record in the last second. Only calculated if Time.advancedTiming is true.
*/
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.
* @private
*/
this._timers = [];
/**
* @property {number} _len - Temp. array length variable.
* @private
*/
this._len = 0;
/**
* @property {number} _i - Temp. array counter variable.
* @private
*/
this._i = 0;
};
Phaser.Time.prototype = {
/**
* Called automatically by Phaser.Game after boot. Should not be called directly.
*
* @method Phaser.Time#boot
* @protected
*/
boot: function () {
this._started = Date.now();
this.events.start();
},
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/**
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* Creates a new stand-alone Phaser.Timer object.
*
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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.
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*/
create: function (autoDestroy) {
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if (typeof autoDestroy === 'undefined') { autoDestroy = true; }
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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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/**
* Remove all Timer objects, regardless of their state.
*
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* @method Phaser.Time#removeAll
*/
removeAll: function () {
for (var i = 0; i < this._timers.length; i++)
{
this._timers[i].destroy();
}
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this._timers = [];
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},
/**
* Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
*
* @method Phaser.Time#update
* @protected
* @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.events.resume();
for (var i = 0; i < this._timers.length; i++)
{
this._timers[i]._resume();
}
}
this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
this.elapsed = this.now - this.time;
this.physicsElapsed = this.elapsed / 1000;
if (this.advancedTiming)
{
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;
// Paused but still running?
if (!this.game.paused)
{
// Our internal Phaser.Timer
this.events.update(this.now);
// Any game level timers
this._i = 0;
this._len = this._timers.length;
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while (this._i < this._len)
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{
if (this._timers[this._i].update(this.now))
{
this._i++;
}
else
{
this._timers.splice(this._i, 1);
this._len--;
}
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}
}
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},
/**
* Called when the game enters a paused state.
*
* @method Phaser.Time#gamePaused
* @private
*/
gamePaused: function () {
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this._pauseStarted = this.now;
this.events.pause();
var i = this._timers.length;
while (i--)
{
this._timers[i]._pause();
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}
},
/**
* Called when the game resumes from a paused state.
*
* @method Phaser.Time#gameResumed
* @private
*/
gameResumed: function () {
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this.pauseDuration = Date.now() - this._pauseStarted;
// Level out the elapsed timer to avoid spikes
this.time = Date.now();
this._justResumed = true;
},
/**
* The number of seconds that have elapsed since the game was started.
*
* @method Phaser.Time#totalElapsedSeconds
* @return {number} The number of seconds that have elapsed since the game was started.
*/
totalElapsedSeconds: function() {
return (this.now - this._started) * 0.001;
},
/**
* 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 and removes all currently running Timers.
*
* @method Phaser.Time#reset
*/
reset: function () {
this._started = this.now;
this.removeAll();
}
};
Phaser.Time.prototype.constructor = Phaser.Time;