/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * This is the core internal game clock. * * It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens, * and also handles the standard Timer pool. * * To create a general timed event, use the master {@link Phaser.Timer} accessible through {@link Phaser.Time.events events}. * * @class Phaser.Time * @constructor * @param {Phaser.Game} game A reference to the currently running game. */ Phaser.Time = function (game) { /** * @property {Phaser.Game} game - Local reference to game. * @protected */ this.game = game; /** * The `Date.now()` value when the time was last updated. * @property {integer} time * @protected */ this.time = 0; /** * The `now` when the previous update occurred. * @property {number} prevTime * @protected */ this.prevTime = 0; /** * An increasing value representing cumulative milliseconds since an undisclosed epoch. * * While this value is in milliseconds and can be used to compute time deltas, * it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference. * * The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now; * the value can only be relied upon within a particular game instance. * * @property {number} now * @protected */ this.now = 0; /** * Elapsed time since the last time update, in milliseconds, based on `now`. * * This value _may_ include time that the game is paused/inactive. * * _Note:_ This is updated only once per game loop - even if multiple logic update steps are done. * Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead. * * @property {number} elapsed * @see Phaser.Time.time * @protected */ this.elapsed = 0; /** * The time in ms since the last time update, in milliseconds, based on `time`. * * This value is corrected for game pauses and will be "about zero" after a game is resumed. * * _Note:_ This is updated once per game loop - even if multiple logic update steps are done. * Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead. * * @property {integer} elapsedMS * @protected */ this.elapsedMS = 0; /** * The physics update delta, in fractional seconds. * * This should be used as an applicable multiplier by all logic update steps (eg. `preUpdate/postUpdate/update`) * to ensure consistent game timing. Game/logic timing can drift from real-world time if the system * is unable to consistently maintain the desired FPS. * * With fixed-step updates this is normally equivalent to `1.0 / desiredFps`. * * @property {number} physicsElapsed */ this.physicsElapsed = 0; /** * The physics update delta, in milliseconds - equivalent to `physicsElapsed * 1000`. * * @property {number} physicsElapsedMS */ this.physicsElapsedMS = 0; /** * The desired frame rate of the game. * * This is used is used to calculate the physic/logic multiplier and how to apply catch-up logic updates. * * @property {number} desiredFps * @default */ this.desiredFps = 60; /** * The suggested frame rate for your game, based on an averaged real frame rate. * This value is only populated if `Time.advancedTiming` is enabled. * * _Note:_ This is not available until after a few frames have passed; use it after a few seconds (eg. after the menus) * * @property {number} suggestedFps * @default */ this.suggestedFps = null; /** * Scaling factor to make the game move smoothly in slow motion * - 1.0 = normal speed * - 2.0 = half speed * @property {number} slowMotion * @default */ this.slowMotion = 1.0; /** * If true then advanced profiling, including the fps rate, fps min/max, suggestedFps and msMin/msMax are updated. * @property {boolean} advancedTiming * @default */ this.advancedTiming = false; /** * Advanced timing result: The number of render frames record in the last second. * * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled. * @property {integer} frames * @readonly */ this.frames = 0; /** * Advanced timing result: Frames per second. * * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled. * @property {number} fps * @readonly */ this.fps = 0; /** * Advanced timing result: The lowest rate the fps has dropped to. * * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled. * This value can be manually reset. * @property {number} fpsMin */ this.fpsMin = 1000; /** * Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps). * * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled. * This value can be manually reset. * @property {number} fpsMax */ this.fpsMax = 0; /** * Advanced timing result: The minimum amount of time the game has taken between consecutive frames. * * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled. * This value can be manually reset. * @property {number} msMin * @default */ this.msMin = 1000; /** * Advanced timing result: The maximum amount of time the game has taken between consecutive frames. * * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled. * This value can be manually reset. * @property {number} msMax */ this.msMax = 0; /** * Records how long the game was last paused, in milliseconds. * (This is not updated until the game is resumed.) * @property {number} pauseDuration */ this.pauseDuration = 0; /** * @property {number} timeToCall - The value that setTimeout needs to work out when to next update * @protected */ this.timeToCall = 0; /** * @property {number} timeExpected - The time when the next call is expected when using setTimer to control the update loop * @protected */ this.timeExpected = 0; /** * A {@link Phaser.Timer} object bound to the master clock (this Time object) which events can be added to. * @property {Phaser.Timer} events */ this.events = new Phaser.Timer(this.game, false); /** * @property {number} _frameCount - count the number of calls to time.update since the last suggestedFps was calculated * @private */ this._frameCount = 0; /** * @property {number} _elapsedAcumulator - sum of the elapsed time since the last suggestedFps was calculated * @private */ this._elapsedAccumulator = 0; /** * @property {number} _started - The time at which the Game instance started. * @private */ this._started = 0; /** * @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over. * @private */ this._timeLastSecond = 0; /** * @property {number} _pauseStarted - The time the game started being paused. * @private */ this._pauseStarted = 0; /** * @property {boolean} _justResumed - Internal value used to recover from the game pause state. * @private */ this._justResumed = false; /** * @property {Phaser.Timer[]} _timers - Internal store of Phaser.Timer objects. * @private */ this._timers = []; }; Phaser.Time.prototype = { /** * Called automatically by Phaser.Game after boot. Should not be called directly. * * @method Phaser.Time#boot * @protected */ boot: function () { this._started = Date.now(); this.time = Date.now(); this.events.start(); }, /** * Adds an existing Phaser.Timer object to the Timer pool. * * @method Phaser.Time#add * @param {Phaser.Timer} timer - An existing Phaser.Timer object. * @return {Phaser.Timer} The given Phaser.Timer object. */ add: function (timer) { this._timers.push(timer); return timer; }, /** * Creates a new stand-alone Phaser.Timer object. * * @method Phaser.Time#create * @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events). * @return {Phaser.Timer} The Timer object that was created. */ create: function (autoDestroy) { if (autoDestroy === undefined) { autoDestroy = true; } var timer = new Phaser.Timer(this.game, autoDestroy); this._timers.push(timer); return timer; }, /** * Remove all Timer objects, regardless of their state and clears all Timers from the {@link Phaser.Time#events events} timer. * * @method Phaser.Time#removeAll */ removeAll: function () { for (var i = 0; i < this._timers.length; i++) { this._timers[i].destroy(); } this._timers = []; this.events.removeAll(); }, /** * Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game. * * @method Phaser.Time#update * @protected * @param {number} time - The current relative timestamp; see {@link Phaser.Time#now now}. */ update: function (time) { if (this.game.raf._isSetTimeOut) { this.updateSetTimeout(time); } else { this.updateRAF(time); } if (this.advancedTiming) { this.updateAdvancedTiming(); } // Paused but still running? if (!this.game.paused) { // Our internal Phaser.Timer this.events.update(this.time); if (this._timers.length) { this.updateTimers(); } } }, /** * setTimeOut specific time update handler. * Called automatically by Time.update. * * @method Phaser.Time#updateSetTimeout * @private * @param {number} time - The current relative timestamp; see {@link Phaser.Time#now now}. */ updateSetTimeout: function (time) { // Set to the old Date.now value var previousDateNow = this.time; // With SetTimeout the time value is always the same as Date.now, so no need to get it again this.time = time; // Adjust accordingly. this.elapsedMS = this.time - previousDateNow; // 'now' is currently still holding the time of the last call, move it into prevTime this.prevTime = this.now; // update 'now' to hold the current time this.now = time; // elapsed time between previous call and now this.elapsed = this.now - this.prevTime; // time to call this function again in ms in case we're using timers instead of RequestAnimationFrame to update the game this.timeToCall = Math.floor(Math.max(0, (1000.0 / this.desiredFps) - (this.timeCallExpected - time))); // time when the next call is expected if using timers this.timeCallExpected = time + this.timeToCall; // Set the physics elapsed time... this will always be 1 / this.desiredFps because we're using fixed time steps in game.update now this.physicsElapsed = 1 / this.desiredFps; this.physicsElapsedMS = this.physicsElapsed * 1000; }, /** * raf specific time update handler. * Called automatically by Time.update. * * @method Phaser.Time#updateRAF * @private * @param {number} time - The current relative timestamp; see {@link Phaser.Time#now now}. */ updateRAF: function (time) { // Set to the old Date.now value var previousDateNow = this.time; // this.time always holds Date.now, this.now may hold the RAF high resolution time value if RAF is available (otherwise it also holds Date.now) this.time = Date.now(); // Adjust accordingly. this.elapsedMS = this.time - previousDateNow; // 'now' is currently still holding the time of the last call, move it into prevTime this.prevTime = this.now; // update 'now' to hold the current time this.now = time; // elapsed time between previous call and now this.elapsed = this.now - this.prevTime; // Set the physics elapsed time... this will always be 1 / this.desiredFps because we're using fixed time steps in game.update now this.physicsElapsed = 1 / this.desiredFps; this.physicsElapsedMS = this.physicsElapsed * 1000; }, /** * Handles the updating of the Phaser.Timers (if any) * Called automatically by Time.update. * * @method Phaser.Time#updateTimers * @private */ updateTimers: function () { // Any game level timers var i = 0; var len = this._timers.length; while (i < len) { if (this._timers[i].update(this.time)) { i++; } else { // Timer requests to be removed this._timers.splice(i, 1); len--; } } }, /** * Handles the updating of the advanced timing values (if enabled) * Called automatically by Time.update. * * @method Phaser.Time#updateAdvancedTiming * @private */ updateAdvancedTiming: function () { // count the number of time.update calls this._frameCount++; this._elapsedAccumulator += this.elapsed; // occasionally recalculate the suggestedFps based on the accumulated elapsed time if (this._frameCount >= this.desiredFps * 2) { // this formula calculates suggestedFps in multiples of 5 fps this.suggestedFps = Math.floor(200 / (this._elapsedAccumulator / this._frameCount)) * 5; this._frameCount = 0; this._elapsedAccumulator = 0; } this.msMin = Math.min(this.msMin, this.elapsed); this.msMax = 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 = Math.min(this.fpsMin, this.fps); this.fpsMax = Math.max(this.fpsMax, this.fps); this._timeLastSecond = this.now; this.frames = 0; } }, /** * Called when the game enters a paused state. * * @method Phaser.Time#gamePaused * @private */ gamePaused: function () { this._pauseStarted = Date.now(); this.events.pause(); var i = this._timers.length; while (i--) { this._timers[i]._pause(); } }, /** * Called when the game resumes from a paused state. * * @method Phaser.Time#gameResumed * @private */ gameResumed: function () { // Set the parameter which stores Date.now() to make sure it's correct on resume this.time = Date.now(); this.pauseDuration = this.time - this._pauseStarted; this.events.resume(); var i = this._timers.length; while (i--) { this._timers[i]._resume(); } }, /** * The number of seconds that have elapsed since the game was started. * * @method Phaser.Time#totalElapsedSeconds * @return {number} The number of seconds that have elapsed since the game was started. */ totalElapsedSeconds: function() { return (this.time - this._started) * 0.001; }, /** * 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.time - 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.time - since) * 0.001; }, /** * Resets the private _started value to now and removes all currently running Timers. * * @method Phaser.Time#reset */ reset: function () { this._started = this.time; this.removeAll(); } }; Phaser.Time.prototype.constructor = Phaser.Time;