mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 19:13:37 +00:00
222 lines
7.3 KiB
JavaScript
222 lines
7.3 KiB
JavaScript
|
/// <reference path="../_definitions.ts" />
|
||
|
/**
|
||
|
* @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
|
||
|
*/
|
||
|
var Phaser;
|
||
|
(function (Phaser) {
|
||
|
var TimeManager = (function () {
|
||
|
/**
|
||
|
* This is the core internal game clock. It manages the elapsed time and calculation of delta values,
|
||
|
* used for game object motion and tweens.
|
||
|
*
|
||
|
* @class TimeManager
|
||
|
* @constructor
|
||
|
* @param {Phaser.Game} game A reference to the currently running game.
|
||
|
*/
|
||
|
function TimeManager(game) {
|
||
|
/**
|
||
|
* Number of milliseconds elapsed since the last frame update.
|
||
|
* @property elapsed
|
||
|
* @public
|
||
|
* @type {Number}
|
||
|
*/
|
||
|
//public elapsed: number = 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 delta
|
||
|
* @public
|
||
|
* @type {Number}
|
||
|
*/
|
||
|
this.delta = 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;
|
||
|
/**
|
||
|
* The time (in ms) that the last second counter ticked over.
|
||
|
* @property _timeLastSecond
|
||
|
* @private
|
||
|
* @type {Number}
|
||
|
*/
|
||
|
this._timeLastSecond = 0;
|
||
|
/**
|
||
|
* Records how long the game was paused for in miliseconds.
|
||
|
* @property pauseDuration
|
||
|
* @public
|
||
|
* @type {Number}
|
||
|
*/
|
||
|
this.pauseDuration = 0;
|
||
|
/**
|
||
|
* The time the game started being paused.
|
||
|
* @property _pauseStarted
|
||
|
* @private
|
||
|
* @type {Number}
|
||
|
*/
|
||
|
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: /**
|
||
|
* The number of seconds that have elapsed since the game was started.
|
||
|
* @method totalElapsedSeconds
|
||
|
* @return {Number}
|
||
|
*/
|
||
|
function () {
|
||
|
return (this.now - this._started) * 0.001;
|
||
|
},
|
||
|
enumerable: true,
|
||
|
configurable: true
|
||
|
});
|
||
|
TimeManager.prototype.update = /**
|
||
|
* 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
|
||
|
*/
|
||
|
function (raf) {
|
||
|
this.now = raf// mark
|
||
|
;
|
||
|
this.delta = this.now - this.time// elapsedMS
|
||
|
;
|
||
|
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// _total
|
||
|
;
|
||
|
this.physicsElapsed = 1.0 * (this.delta / 1000);
|
||
|
// Paused?
|
||
|
if(this.game.paused) {
|
||
|
this.pausedTime = this.now - this._pauseStarted;
|
||
|
}
|
||
|
};
|
||
|
TimeManager.prototype.gamePaused = /**
|
||
|
* Called when the game enters a paused state.
|
||
|
* @method gamePaused
|
||
|
* @private
|
||
|
*/
|
||
|
function () {
|
||
|
this._pauseStarted = this.now;
|
||
|
};
|
||
|
TimeManager.prototype.gameResumed = /**
|
||
|
* Called when the game resumes from a paused state.
|
||
|
* @method gameResumed
|
||
|
* @private
|
||
|
*/
|
||
|
function () {
|
||
|
// Level out the delta timer to avoid spikes
|
||
|
this.delta = 0;
|
||
|
this.physicsElapsed = 0;
|
||
|
this.time = Date.now();
|
||
|
this.pauseDuration = this.pausedTime;
|
||
|
};
|
||
|
TimeManager.prototype.elapsedSince = /**
|
||
|
* 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.
|
||
|
*/
|
||
|
function (since) {
|
||
|
return this.now - since;
|
||
|
};
|
||
|
TimeManager.prototype.elapsedSecondsSince = /**
|
||
|
* 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).
|
||
|
*/
|
||
|
function (since) {
|
||
|
return (this.now - since) * 0.001;
|
||
|
};
|
||
|
TimeManager.prototype.reset = /**
|
||
|
* Resets the private _started value to now.
|
||
|
* @method reset
|
||
|
*/
|
||
|
function () {
|
||
|
this._started = this.now;
|
||
|
};
|
||
|
return TimeManager;
|
||
|
})();
|
||
|
Phaser.TimeManager = TimeManager;
|
||
|
})(Phaser || (Phaser = {}));
|