2013-10-03 01:38:35 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
< title > Phaser Source: time/Time.js< / title >
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
< div class = "navbar-inner" >
< a class = "brand" href = "index.html" > Phaser< / a >
< ul class = "nav" >
< li class = "dropdown" >
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "Phaser.html" > Phaser< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
< li >
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
< / li >
< li >
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
< li >
< a href = "Phaser.Button.html" > Button< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Cache.html" > Cache< / a >
< / li >
< li >
< a href = "Phaser.Camera.html" > Camera< / a >
< / li >
< li >
< a href = "Phaser.Canvas.html" > Canvas< / a >
< / li >
< li >
< a href = "Phaser.Circle.html" > Circle< / a >
< / li >
< li >
< a href = "Phaser.Color.html" > Color< / a >
< / li >
< li >
< a href = "Phaser.Device.html" > Device< / a >
< / li >
< li >
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
< li >
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
< li >
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
< li >
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
< li >
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
< li >
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
2014-02-18 03:01:51 +00:00
< li >
< a href = "Phaser.Ellipse.html" > Ellipse< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Events.html" > Events< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
< li >
< a href = "Phaser.FrameData.html" > FrameData< / a >
< / li >
< li >
< a href = "Phaser.Game.html" > Game< / a >
< / li >
2014-02-21 15:37:26 +00:00
< li >
< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
< / li >
< li >
< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2014-02-08 07:24:22 +00:00
< li >
< a href = "Phaser.Image.html" > Image< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Input.html" > Input< / a >
< / li >
< li >
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
< li >
< a href = "Phaser.Key.html" > Key< / a >
< / li >
< li >
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.Line.html" > Line< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
< li >
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
< li >
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
< / li >
< li >
< a href = "Phaser.Math.html" > Math< / a >
< / li >
< li >
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
< li >
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
< / li >
< li >
< a href = "Phaser.Net.html" > Net< / a >
< / li >
< li >
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
< li >
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
< li >
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
2014-02-21 15:37:26 +00:00
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
< li >
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
< / li >
< li >
< a href = "Phaser.Physics.Ninja.AABB.html" > AABB< / a >
< / li >
< li >
< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
< / li >
< li >
< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
< / li >
< li >
< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.html" > P2< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
< li >
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
< li >
< a href = "Phaser.Point.html" > Point< / a >
< / li >
< li >
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2013-11-07 06:10:15 +00:00
< li >
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-03-14 06:36:05 +00:00
< li >
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
< li >
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-03-14 06:36:05 +00:00
< li >
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
< li >
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
< li >
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-02-18 03:01:51 +00:00
< li >
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
< li >
< a href = "Phaser.State.html" > State< / a >
< / li >
< li >
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
< li >
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
< li >
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
< li >
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
< li >
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
< li >
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
< li >
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
< li >
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
< li >
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
< li >
< a href = "Phaser.World.html" > World< / a >
< / li >
< li >
< a href = "SignalBinding.html" > SignalBinding< / a >
< / li >
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: time/Time.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
2013-10-03 01:38:35 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Time constructor.
*
* @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) {
2014-02-05 06:29:17 +00:00
/**
* @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;
/**
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
* @protected
*/
this.pausedTime = 0;
/**
2014-03-14 06:36:05 +00:00
* @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.
2014-02-05 06:29:17 +00:00
* @protected
*/
this.fps = 0;
/**
2014-03-14 06:36:05 +00:00
* @property {number} fpsMin - The lowest rate the fps has dropped to. Only calculated if Time.advancedTiming is true.
2014-02-05 06:29:17 +00:00
*/
this.fpsMin = 1000;
/**
2014-03-14 06:36:05 +00:00
* @property {number} fpsMax - The highest rate the fps has reached (usually no higher than 60fps). Only calculated if Time.advancedTiming is true.
2014-02-05 06:29:17 +00:00
*/
this.fpsMax = 0;
/**
2014-03-14 06:36:05 +00:00
* @property {number} msMin - The minimum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.
2014-02-05 06:29:17 +00:00
* @default
*/
this.msMin = 1000;
/**
2014-03-14 06:36:05 +00:00
* @property {number} msMax - The maximum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.
2014-02-05 06:29:17 +00:00
*/
this.msMax = 0;
/**
* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates.
*/
this.physicsElapsed = 0;
2014-03-24 12:41:45 +00:00
/**
* @property {number} deltaCap - If you need to cap the delta timer, set the value here.
*/
this.deltaCap = 0;
2014-02-05 06:29:17 +00:00
/**
2014-03-14 06:36:05 +00:00
* @property {number} frames - The number of frames record in the last second. Only calculated if Time.advancedTiming is true.
2014-02-05 06:29:17 +00:00
*/
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.
2013-11-28 15:57:09 +00:00
* @private
2014-02-05 06:29:17 +00:00
*/
this._timers = [];
/**
* @property {number} _len - Temp. array length variable.
* @private
*/
this._len = 0;
/**
* @property {number} _i - Temp. array counter variable.
* @private
*/
this._i = 0;
2013-10-03 01:38:35 +00:00
};
Phaser.Time.prototype = {
2014-02-05 06:29:17 +00:00
/**
2014-03-14 06:36:05 +00:00
* Called automatically by Phaser.Game after boot. Should not be called directly.
*
2014-02-05 06:29:17 +00:00
* @method Phaser.Time#boot
2014-03-14 06:36:05 +00:00
* @protected
2014-02-05 06:29:17 +00:00
*/
boot: function () {
2014-03-14 06:36:05 +00:00
this._started = Date.now();
2014-02-05 06:29:17 +00:00
this.events.start();
},
/**
* Creates a new stand-alone Phaser.Timer object.
2014-03-14 06:36:05 +00:00
*
2014-02-05 06:29:17 +00:00
* @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.
*/
create: function (autoDestroy) {
if (typeof autoDestroy === 'undefined') { autoDestroy = true; }
var timer = new Phaser.Timer(this.game, autoDestroy);
2013-10-03 01:38:35 +00:00
2014-02-05 06:29:17 +00:00
this._timers.push(timer);
2013-10-03 01:38:35 +00:00
2014-02-05 06:29:17 +00:00
return timer;
2013-10-03 01:38:35 +00:00
2014-02-05 06:29:17 +00:00
},
2013-10-03 01:38:35 +00:00
2014-02-05 06:29:17 +00:00
/**
2014-03-24 12:41:45 +00:00
* Remove all Timer objects, regardless of their state. Also clears all Timers from the Time.events timer.
2014-03-14 06:36:05 +00:00
*
2014-02-05 06:29:17 +00:00
* @method Phaser.Time#removeAll
*/
removeAll: function () {
2013-10-03 01:38:35 +00:00
2014-02-05 06:29:17 +00:00
for (var i = 0; i < this._timers.length; i++)
{
this._timers[i].destroy();
}
2013-10-03 01:38:35 +00:00
2014-02-05 06:29:17 +00:00
this._timers = [];
2013-10-03 01:38:35 +00:00
2014-03-24 12:41:45 +00:00
this.events.removeAll();
2014-02-05 06:29:17 +00:00
},
2013-10-03 01:38:35 +00:00
2014-02-05 06:29:17 +00:00
/**
2014-03-14 06:36:05 +00:00
* Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
*
2014-02-05 06:29:17 +00:00
* @method Phaser.Time#update
2014-03-14 06:36:05 +00:00
* @protected
2014-02-05 06:29:17 +00:00
* @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;
2014-03-28 01:42:49 +00:00
2014-02-05 06:29:17 +00:00
this.events.resume();
for (var i = 0; i < this._timers.length; i++)
{
2014-03-14 06:36:05 +00:00
this._timers[i]._resume();
2014-02-05 06:29:17 +00:00
}
}
this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
this.elapsed = this.now - this.time;
2014-03-14 06:36:05 +00:00
this.physicsElapsed = this.elapsed / 1000;
2014-02-05 06:29:17 +00:00
2014-03-24 12:41:45 +00:00
if (this.deltaCap > 0 & & this.physicsElapsed > this.deltaCap)
{
this.physicsElapsed = this.deltaCap;
}
2014-03-14 06:36:05 +00:00
if (this.advancedTiming)
{
this.msMin = this.game.math.min(this.msMin, this.elapsed);
this.msMax = this.game.math.max(this.msMax, this.elapsed);
2014-02-05 06:29:17 +00:00
2014-03-14 06:36:05 +00:00
this.frames++;
2014-02-05 06:29:17 +00:00
2014-03-14 06:36:05 +00:00
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;
}
2014-02-05 06:29:17 +00:00
}
this.time = this.now;
2013-10-03 01:38:35 +00:00
this.lastTime = time + this.timeToCall;
2014-02-05 06:29:17 +00:00
2014-03-14 06:36:05 +00:00
// Paused but still running?
if (!this.game.paused)
2014-02-05 06:29:17 +00:00
{
// Our internal Phaser.Timer
this.events.update(this.now);
// Any game level timers
this._i = 0;
this._len = this._timers.length;
while (this._i < this._len)
{
if (this._timers[this._i].update(this.now))
{
this._i++;
}
else
{
this._timers.splice(this._i, 1);
this._len--;
}
}
}
},
/**
* Called when the game enters a paused state.
2014-03-14 06:36:05 +00:00
*
2014-02-05 06:29:17 +00:00
* @method Phaser.Time#gamePaused
* @private
*/
gamePaused: function () {
2014-03-28 01:42:49 +00:00
2014-02-05 06:29:17 +00:00
this._pauseStarted = this.now;
this.events.pause();
2014-03-14 06:36:05 +00:00
var i = this._timers.length;
while (i--)
2014-02-05 06:29:17 +00:00
{
2014-03-14 06:36:05 +00:00
this._timers[i]._pause();
2014-02-05 06:29:17 +00:00
}
},
/**
* Called when the game resumes from a paused state.
2014-03-14 06:36:05 +00:00
*
2014-02-05 06:29:17 +00:00
* @method Phaser.Time#gameResumed
* @private
*/
gameResumed: function () {
2014-03-14 06:36:05 +00:00
this.pauseDuration = Date.now() - this._pauseStarted;
2014-02-05 06:29:17 +00:00
// Level out the elapsed timer to avoid spikes
this.time = Date.now();
2014-03-14 06:36:05 +00:00
2014-02-05 06:29:17 +00:00
this._justResumed = true;
},
/**
* The number of seconds that have elapsed since the game was started.
2014-03-14 06:36:05 +00:00
*
2014-02-05 06:29:17 +00:00
* @method Phaser.Time#totalElapsedSeconds
2014-03-14 06:36:05 +00:00
* @return {number} The number of seconds that have elapsed since the game was started.
2014-02-05 06:29:17 +00:00
*/
totalElapsedSeconds: function() {
return (this.now - this._started) * 0.001;
},
/**
* How long has passed since the given time.
2014-03-14 06:36:05 +00:00
*
2014-02-05 06:29:17 +00:00
* @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).
2014-03-14 06:36:05 +00:00
*
2014-02-05 06:29:17 +00:00
* @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;
},
/**
2014-03-14 06:36:05 +00:00
* Resets the private _started value to now and removes all currently running Timers.
*
2014-02-05 06:29:17 +00:00
* @method Phaser.Time#reset
*/
reset: function () {
2014-03-14 06:36:05 +00:00
2014-02-05 06:29:17 +00:00
this._started = this.now;
2014-03-14 06:36:05 +00:00
this.removeAll();
2014-02-05 06:29:17 +00:00
}
};
Phaser.Time.prototype.constructor = Phaser.Time;
< / pre >
2013-10-03 01:38:35 +00:00
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-10-03 01:38:35 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
2013-10-25 15:54:40 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-03-28 01:42:49 +00:00
on Fri Mar 28 2014 01:41:23 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-03 01:38:35 +00:00
< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
2014-03-14 06:36:05 +00:00
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
2013-10-03 01:38:35 +00:00
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >