phaser/v3/src/time/Clock.js

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2017-06-28 17:17:54 +01:00
var TimerEvent = require('./TimerEvent');
// There is only ever one instance of a MasterClock per game, and it belongs to the Game.
var Clock = function (state, masterclock)
{
this.state = state;
/**
* The `performance.now()` value when the time was last updated.
* @property {float} time
* @protected
*/
this.time = 0;
/**
* The `now` when the previous update occurred.
* @property {float} prevTime
* @protected
*/
this.prevTime = 0;
/**
* Elapsed time since the last time update, in milliseconds, based on `now`.
*
* This value _may_ include time that the game is paused/inactive.
*
* @property {number} elapsed
* @see Lazer.Time.time
* @protected
*/
this.elapsed = 0;
this._pendingInsertion = [];
this._active = [];
this._pendingRemoval = [];
};
Clock.prototype = {
addEvent: function (config)
{
var event = new TimerEvent(config);
this._pendingInsertion.push(event);
return event;
},
delayedCall: function (delay, callback, args, callbackScope)
{
return this.addEvent({ delay: delay, callback: callback, args: args, callbackScope: callbackScope });
},
begin: function (time)
{
// Delete old events
for (var i = 0; i < this._pendingRemoval.length; i++)
{
var index = this._active.indexOf(this._pendingRemoval[i]);
if (index > -1)
{
this._active.splice(index, 1);
}
}
// Move pending events to the active list
this._active = this._active.concat(this._pendingInsertion.splice(0));
// Clear the lists
this._pendingRemoval.length = 0;
this._pendingInsertion.length = 0;
},
update: function (time, delta)
{
this.prevTime = this.time;
this.time = time;
this.elapsed = time - this.prevTime;
if (this._active.length)
{
this.processEvents(time, this.elapsed);
}
},
processEvents: function (time, elapsed)
{
for (var i = 0; i < this._active.length; i++)
{
var event = this._active[i];
event.elapsed += elapsed;
// console.log(event.elapsed);
if (event.elapsed >= event.delay)
{
var remainder = event.elapsed - event.delay;
// Limit it, in case it's checked in the callback
event.elapsed = event.delay;
// Process the event
event.callback.apply(event.callbackScope, event.args);
if (event.loop || event.repeatCount > 0)
{
event.repeatCount--;
event.elapsed = remainder;
}
else
{
this._pendingRemoval.push(event);
}
}
}
}
};
Clock.prototype.constructor = Clock;
module.exports = Clock;