phaser/src/time/Time.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser.Time
*/
/**
* This is the core internal game clock. It manages the elapsed time and calculation of elapsed values,
* used for game object motion and tweens.
*
* @class Time
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
Phaser.Time = function (game) {
/**
* A reference to the currently running Game.
* @property game
* @type {Phaser.Game}
*/
this.game = game;
/**
* The time at which the Game instance started.
* @property _started
* @private
* @type {Number}
*/
this._started = 0;
/**
* The time (in ms) that the last second counter ticked over.
* @property _timeLastSecond
* @private
* @type {Number}
*/
this._timeLastSecond = 0;
/**
* The time the game started being paused.
* @property _pauseStarted
* @private
* @type {Number}
*/
this._pauseStarted = 0;
/**
* The elapsed time calculated for the physics motion updates.
* @property physicsElapsed
* @public
* @type {Number}
*/
this.physicsElapsed = 0;
/**
* Game time counter.
* @property time
* @public
* @type {Number}
*/
this.time = 0;
/**
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property pausedTime
* @public
* @type {Number}
*/
this.pausedTime = 0;
/**
* The time right now.
* @property now
* @public
* @type {Number}
*/
this.now = 0;
/**
* Elapsed time since the last frame.
* @property elapsed
* @public
* @type {Number}
*/
this.elapsed = 0;
/**
* Frames per second.
* @property fps
* @public
* @type {Number}
*/
this.fps = 0;
/**
* The lowest rate the fps has dropped to.
* @property fpsMin
* @public
* @type {Number}
*/
this.fpsMin = 1000;
/**
* The highest rate the fps has reached (usually no higher than 60fps).
* @property fpsMax
* @public
* @type {Number}
*/
this.fpsMax = 0;
/**
* The minimum amount of time the game has taken between two frames.
* @property msMin
* @public
* @type {Number}
*/
this.msMin = 1000;
/**
* The maximum amount of time the game has taken between two frames.
* @property msMax
* @public
* @type {Number}
*/
this.msMax = 0;
/**
* The number of frames record in the last second.
* @property frames
* @public
* @type {Number}
*/
this.frames = 0;
/**
* Records how long the game was paused for in miliseconds.
* @property pauseDuration
* @public
* @type {Number}
*/
this.pauseDuration = 0;
/**
* The value that setTimeout needs to work out when to next update
* @property timeToCall
* @public
* @type {Number}
*/
this.timeToCall = 0;
/**
* Internal value used by timeToCall as part of the setTimeout loop
* @property lastTime
* @public
* @type {Number}
*/
this.lastTime = 0;
// Listen for game pause/resume events
this.game.onPause.add(this.gamePaused, this);
this.game.onResume.add(this.gameResumed, this);
this._justResumed = false;
};
Phaser.Time.prototype = {
/**
* The number of seconds that have elapsed since the game was started.
* @method 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 update
* @param {Number} time The current timestamp, either performance.now or Date.now depending on the browser
*/
update: function (time) {
this.now = time;
this.timeToCall = Math.max(0, 16 - (time - this.lastTime));
this.elapsed = this.now - this.time;
this.msMin = Math.min(this.msMin, this.elapsed);
this.msMax = 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 = Math.min(this.fpsMin, this.fps);
this.fpsMax = 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);
// Paused?
if (this.game.paused)
{
this.pausedTime = this.now - this._pauseStarted;
}
if (this._justResumed)
{
console.log('Time just resumed');
console.log('now', this.now);
console.log('timeToCall', this.timeToCall);
console.log('elapsed', this.elapsed);
console.log('lastTime', this.lastTime);
console.log('physicsElapsed', this.physicsElapsed);
this._justResumed = false;
}
},
/**
* Called when the game enters a paused state.
* @method gamePaused
* @private
*/
gamePaused: function () {
this._pauseStarted = this.now;
console.log('Time paused');
console.log('now', this.now);
console.log('timeToCall', this.timeToCall);
console.log('elapsed', this.elapsed);
console.log('lastTime', this.lastTime);
console.log('physicsElapsed', this.physicsElapsed);
},
/**
* Called when the game resumes from a paused state.
* @method gameResumed
* @private
*/
gameResumed: function () {
// Level out the elapsed timer to avoid spikes
this.elapsed = 0;
this.physicsElapsed = 0;
this.pauseDuration = this.pausedTime;
this._justResumed = true;
},
/**
* How long has passed since the given time.
* @method 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 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 reset
*/
reset: function () {
this._started = this.now;
}
};