/// /** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License * @module Phaser */ module Phaser { export class TimeManager { /** * 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. */ constructor(game: Phaser.Game) { 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); } /** * A reference to the currently running Game. * @property game * @type {Phaser.Game} */ public game: Phaser.Game; /** * The time at which the Game instance started. * @property _started * @private * @type {Number} */ private _started: number; /** * 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} */ public physicsElapsed: number = 0; /** * Game time counter. * @property time * @public * @type {Number} */ public time: number = 0; /** * Records how long the game has been paused for. Is reset each time the game pauses. * @property pausedTime * @public * @type {Number} */ public pausedTime: number = 0; /** * The time right now. * @property now * @public * @type {Number} */ public now: number = 0; /** * Elapsed time since the last frame. * @property delta * @public * @type {Number} */ public delta: number = 0; /** * The number of seconds that have elapsed since the game was started. * @method totalElapsedSeconds * @return {Number} */ public get totalElapsedSeconds(): number { return (this.now - this._started) * 0.001; } /** * Frames per second. * @property fps * @public * @type {Number} */ public fps: number = 0; /** * The lowest rate the fps has dropped to. * @property fpsMin * @public * @type {Number} */ public fpsMin: number = 1000; /** * The highest rate the fps has reached (usually no higher than 60fps). * @property fpsMax * @public * @type {Number} */ public fpsMax: number = 0; /** * The minimum amount of time the game has taken between two frames. * @property msMin * @public * @type {Number} */ public msMin: number = 1000; /** * The maximum amount of time the game has taken between two frames. * @property msMax * @public * @type {Number} */ public msMax: number = 0; /** * The number of frames record in the last second. * @property frames * @public * @type {Number} */ public frames: number = 0; /** * The time (in ms) that the last second counter ticked over. * @property _timeLastSecond * @private * @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.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; } } /** * Called when the game enters a paused state. * @method gamePaused * @private */ private gamePaused() { this._pauseStarted = this.now; } /** * Called when the game resumes from a paused state. * @method gameResumed * @private */ private gameResumed() { // Level out the delta timer to avoid spikes this.delta = 0; this.physicsElapsed = 0; this.time = Date.now(); this.pauseDuration = this.pausedTime; } /** * Records how long the game was paused for in miliseconds. * @property pauseDuration * @public * @type {Number} */ public pauseDuration: number = 0; /** * The time the game started being paused. * @property _pauseStarted * @private * @type {Number} */ private _pauseStarted: number = 0; /** * 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. */ public elapsedSince(since: number): number { return this.now - since; } /** * 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). */ public elapsedSecondsSince(since: number): number { return (this.now - since) * 0.001; } /** * Resets the private _started value to now. * @method reset */ public reset() { this._started = this.now; } } }