/// /** * Phaser - Time * * This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion. */ module Phaser { export class Time { /** * Time constructor * Create a new Time. * * @param game {Phaser.Game} Current game instance. */ constructor(game: Game) { this._started = 0; this._timeLastSecond = this._started; this.time = this._started; this._game = game; } /** * Local private reference to game. */ private _game: Game; /** * Time when this object created. * @param {number} */ private _started: number; /** * Time scale factor. * Set it to 0.5 for slow motion, to 2.0 makes game twice faster. * @type {number} */ public timeScale: number = 1.0; /** * Elapsed since last frame. * @type {number} */ public elapsed: number = 0; /** * Game time counter. * @property time * @type {number} */ public time: number = 0; /** * Time of current frame. * @property now * @type {number} */ public now: number = 0; /** * Elapsed time since last frame. * @property delta * @type {number} */ public delta: number = 0; /** * * @method totalElapsedSeconds * @return {Number} */ public get totalElapsedSeconds(): number { return (this.now - this._started) * 0.001; } /** * Frames per second. * @type {number} */ public fps: number = 0; /** * Minimal fps. * @type {number} */ public fpsMin: number = 1000; /** * Maximal fps. * @type {number} */ public fpsMax: number = 0; /** * Mininal duration between 2 frames. * @type {number} */ public msMin: number = 1000; /** * Maximal duration between 2 frames. * @type {number} */ public msMax: number = 0; /** * How many frames in last second. * @type {number} */ public frames: number = 0; /** * Time of last second. * @type {number} */ private _timeLastSecond: number = 0; /** * 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 */ public update(raf: number) { this.now = raf; // mark //this.now = Date.now(); // 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 } /** * 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. */ public elapsedSince(since: number): number { return this.now - since; } /** * How long has passed since give 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). */ public elapsedSecondsSince(since: number): number { return (this.now - since) * 0.001; } /** * Set the start time to now. * @method reset */ public reset() { this._started = this.now; } } }