/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @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) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * The time at which the Game instance started. * @property {number} _started * @private * @default */ this._started = 0; /** * The time (in ms) that the last second counter ticked over. * @property {number} _timeLastSecond * @private * @default */ this._timeLastSecond = 0; /** * The time the game started being paused. * @property {number} _pauseStarted * @private * @default */ this._pauseStarted = 0; /** * The elapsed time calculated for the physics motion updates. * @property {number} physicsElapsed * @default */ this.physicsElapsed = 0; /** * Game time counter. * @property {number} time * @default */ this.time = 0; /** * Records how long the game has been paused for. Is reset each time the game pauses. * @property {number} pausedTime * @default */ this.pausedTime = 0; /** * The time right now. * @property {number} now * @default */ this.now = 0; /** * Elapsed time since the last frame. * @property {number} elapsed * @default */ this.elapsed = 0; /** * Frames per second. * @property {number} fps * @default */ this.fps = 0; /** * The lowest rate the fps has dropped to. * @property {number} fpsMin * @default */ this.fpsMin = 1000; /** * The highest rate the fps has reached (usually no higher than 60fps). * @property {number} fpsMax * @default */ this.fpsMax = 0; /** * The minimum amount of time the game has taken between two frames. * @property {number} msMin * @default */ this.msMin = 1000; /** * The maximum amount of time the game has taken between two frames. * @property {number} msMax * @default */ this.msMax = 0; /** * The number of frames record in the last second. * @property {number} frames * @default */ this.frames = 0; /** * Records how long the game was paused for in miliseconds. * @property {number} pauseDuration * @default */ this.pauseDuration = 0; /** * The value that setTimeout needs to work out when to next update * @property {number} timeToCall * @default */ this.timeToCall = 0; /** * Internal value used by timeToCall as part of the setTimeout loop * @property {number} lastTime * @default */ this.lastTime = 0; // Listen for game pause/resume events this.game.onPause.add(this.gamePaused, this); this.game.onResume.add(this.gameResumed, this); /** * Description. * @property {boolean} _justResumed * @default */ this._justResumed = false; }; Phaser.Time.prototype = { /** * The number of seconds that have elapsed since the game was started. * @method Phaser.Time#totalElapsedSeconds * @return {number} */ totalElapsedSeconds: function() { return (this.now - this._started) * 0.001; }, /** * Updates the game clock and calculate the fps. This is called automatically by Phaser.Game. * @method Phaser.Time#update * @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; } this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime)); this.elapsed = this.now - this.time; this.msMin = this.game.math.min(this.msMin, this.elapsed); this.msMax = this.game.math.max(this.msMax, this.elapsed); this.frames++; 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; } this.time = this.now; this.lastTime = time + this.timeToCall; this.physicsElapsed = 1.0 * (this.elapsed / 1000); // Clamp the delta if (this.physicsElapsed > 1) { this.physicsElapsed = 1; } // Paused? if (this.game.paused) { this.pausedTime = this.now - this._pauseStarted; } }, /** * Called when the game enters a paused state. * @method Phaser.Time#gamePaused * @private */ gamePaused: function () { this._pauseStarted = this.now; }, /** * Called when the game resumes from a paused state. * @method Phaser.Time#gameResumed * @private */ gameResumed: function () { // Level out the elapsed timer to avoid spikes this.time = Date.now(); this.pauseDuration = this.pausedTime; this._justResumed = true; }, /** * How long has passed since the given time. * @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). * @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; }, /** * Resets the private _started value to now. * @method Phaser.Time#reset */ reset: function () { this._started = this.now; } };