phaser/Phaser/time/TimeManager.js

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/// <reference path="../_definitions.ts" />
/**
* Phaser - TimeManager
*
* This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion.
*/
var Phaser;
(function (Phaser) {
var TimeManager = (function () {
/**
* Time constructor
* Create a new <code>Time</code>.
*
* @param game {Phaser.Game} Current game instance.
*/
function TimeManager(game) {
/**
* Elapsed since last frame.
* @type {number}
*/
this.elapsed = 0;
/**
* Game time counter.
* @property time
* @type {number}
*/
this.time = 0;
/**
* How long the game has been paused for. Gets reset each time the game pauses.
* @property pausedTime
* @type {number}
*/
this.pausedTime = 0;
/**
* Time of current frame.
* @property now
* @type {number}
*/
this.now = 0;
/**
* Elapsed time since last frame.
* @property delta
* @type {number}
*/
this.delta = 0;
/**
* Frames per second.
* @type {number}
*/
this.fps = 0;
/**
* Minimal fps.
* @type {number}
*/
this.fpsMin = 1000;
/**
* Maximal fps.
* @type {number}
*/
this.fpsMax = 0;
/**
* Minimum duration between 2 frames.
* @type {number}
*/
this.msMin = 1000;
/**
* Maximum duration between 2 frames.
* @type {number}
*/
this.msMax = 0;
/**
* How many frames in last second.
* @type {number}
*/
this.frames = 0;
/**
* Time of last second.
* @type {number}
*/
this._timeLastSecond = 0;
this.pauseDuration = 0;
this._pauseStarted = 0;
this.game = game;
this._started = 0;
this._timeLastSecond = this._started;
this.time = this._started;
this.game.onPause.add(this.gamePaused, this);
this.game.onResume.add(this.gameResumed, this);
}
Object.defineProperty(TimeManager.prototype, "totalElapsedSeconds", {
get: /**
*
* @method totalElapsedSeconds
* @return {Number}
*/
function () {
return (this.now - this._started) * 0.001;
},
enumerable: true,
configurable: true
});
/**
* Update clock and calculate the fps.
* This is called automatically by Game._raf
* @method update
* @param {number} raf The current timestamp, either performance.now or Date.now
*/
TimeManager.prototype.update = function (raf) {
this.now = raf;
this.delta = this.now - this.time;
this.msMin = Math.min(this.msMin, this.delta);
this.msMax = Math.max(this.msMax, this.delta);
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;
if (this.game.paused) {
this.pausedTime = this.now - this._pauseStarted;
}
};
TimeManager.prototype.gamePaused = function () {
this._pauseStarted = this.now;
};
TimeManager.prototype.gameResumed = function () {
// Level out the delta timer to avoid spikes
this.pauseDuration = this.pausedTime;
};
/**
* How long has passed since given time.
* @method elapsedSince
* @param {number} since The time you want to measure.
* @return {number} Duration between given time and now.
*/
TimeManager.prototype.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).
*/
TimeManager.prototype.elapsedSecondsSince = function (since) {
return (this.now - since) * 0.001;
};
/**
* Set the start time to now.
* @method reset
*/
TimeManager.prototype.reset = function () {
this._started = this.now;
};
return TimeManager;
})();
Phaser.TimeManager = TimeManager;
})(Phaser || (Phaser = {}));