/// /** * Phaser - TimeManager * * This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion. */ var Phaser; (function (Phaser) { var TimeManager = (function () { /** * Time constructor * Create a new Time. * * @param game {Phaser.Game} Current game instance. */ function TimeManager(game) { /** * Elapsed since last frame. * @type {number} */ this.elapsed = 0; /** * Game time counter. * @property time * @type {number} */ this.time = 0; /** * How long the game has been paused for. Gets reset each time the game pauses. * @property pausedTime * @type {number} */ this.pausedTime = 0; /** * Time of current frame. * @property now * @type {number} */ this.now = 0; /** * Elapsed time since last frame. * @property delta * @type {number} */ this.delta = 0; /** * Frames per second. * @type {number} */ this.fps = 0; /** * Minimal fps. * @type {number} */ this.fpsMin = 1000; /** * Maximal fps. * @type {number} */ this.fpsMax = 0; /** * Minimum duration between 2 frames. * @type {number} */ this.msMin = 1000; /** * Maximum duration between 2 frames. * @type {number} */ this.msMax = 0; /** * How many frames in last second. * @type {number} */ this.frames = 0; /** * Time of last second. * @type {number} */ this._timeLastSecond = 0; this.pauseDuration = 0; 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: /** * * @method totalElapsedSeconds * @return {Number} */ function () { return (this.now - this._started) * 0.001; }, enumerable: true, configurable: true }); /** * 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 */ TimeManager.prototype.update = function (raf) { this.now = raf; this.delta = this.now - this.time; 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; if (this.game.paused) { this.pausedTime = this.now - this._pauseStarted; } }; TimeManager.prototype.gamePaused = function () { this._pauseStarted = this.now; }; TimeManager.prototype.gameResumed = function () { // Level out the delta timer to avoid spikes this.pauseDuration = this.pausedTime; }; /** * 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. */ TimeManager.prototype.elapsedSince = function (since) { 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). */ TimeManager.prototype.elapsedSecondsSince = function (since) { return (this.now - since) * 0.001; }; /** * Set the start time to now. * @method reset */ TimeManager.prototype.reset = function () { this._started = this.now; }; return TimeManager; })(); Phaser.TimeManager = TimeManager; })(Phaser || (Phaser = {}));