var Class = require('../utils/Class'); var PluginManager = require('../plugins/PluginManager'); var TimerEvent = require('./TimerEvent'); var Clock = new Class({ initialize: function Clock (scene) { // The Scene that owns this plugin this.scene = scene; this.systems = scene.sys; if (!scene.sys.settings.isBooted) { scene.sys.events.once('boot', this.boot, this); } this.now = Date.now(); // Scale the delta time coming into the Clock by this factor // which then influences anything using this Clock for calculations, like TimerEvents this.timeScale = 1; this.paused = false; this._active = []; this._pendingInsertion = []; this._pendingRemoval = []; }, boot: function () { var eventEmitter = this.systems.events; eventEmitter.on('preupdate', this.preUpdate, this); eventEmitter.on('update', this.update, this); eventEmitter.on('shutdown', this.shutdown, this); eventEmitter.on('destroy', this.destroy, this); }, addEvent: function (config) { var event = new TimerEvent(config); this._pendingInsertion.push(event); return event; }, delayedCall: function (delay, callback, args, callbackScope) { return this.addEvent({ delay: delay, callback: callback, args: args, callbackScope: callbackScope }); }, clearPendingEvents: function () { this._pendingInsertion = []; }, removeAllEvents: function () { this._pendingRemoval = this._pendingRemoval.concat(this._active); return this; }, preUpdate: function (time, delta) { var toRemove = this._pendingRemoval.length; var toInsert = this._pendingInsertion.length; if (toRemove === 0 && toInsert === 0) { // Quick bail return; } var i; var event; // Delete old events for (i = 0; i < toRemove; i++) { event = this._pendingRemoval[i]; var index = this._active.indexOf(event); if (index > -1) { this._active.splice(index, 1); } // Pool them? event.destroy(); } for (i = 0; i < toInsert; i++) { event = this._pendingInsertion[i]; this._active.push(event); } // Clear the lists this._pendingRemoval.length = 0; this._pendingInsertion.length = 0; }, update: function (time, delta) { this.now = time; if (this.paused) { return; } delta *= this.timeScale; for (var i = 0; i < this._active.length; i++) { var event = this._active[i]; if (event.paused) { continue; } // Use delta time to increase elapsed. // Avoids needing to adjust for pause / resume. // Automatically smoothed by TimeStep class. // In testing accurate to +- 1ms! event.elapsed += delta * event.timeScale; if (event.elapsed >= event.delay) { var remainder = event.elapsed - event.delay; // Limit it, in case it's checked in the callback event.elapsed = event.delay; // Process the event if (!event.hasDispatched && event.callback) { event.hasDispatched = true; event.callback.apply(event.callbackScope, event.args); } if (event.repeatCount > 0) { event.repeatCount--; event.elapsed = remainder; event.hasDispatched = false; } else { this._pendingRemoval.push(event); } } } }, // Scene that owns this Clock is shutting down shutdown: function () { var i; for (i = 0; i < this._pendingInsertion.length; i++) { this._pendingInsertion[i].destroy(); } for (i = 0; i < this._active.length; i++) { this._active[i].destroy(); } for (i = 0; i < this._pendingRemoval.length; i++) { this._pendingRemoval[i].destroy(); } this._active.length = 0; this._pendingRemoval.length = 0; this._pendingInsertion.length = 0; }, // Game level nuke destroy: function () { this.shutdown(); this.scene = undefined; } }); PluginManager.register('Clock', Clock, 'time'); module.exports = Clock;