mirror of
https://github.com/photonstorm/phaser
synced 2024-12-03 09:59:42 +00:00
378 lines
10 KiB
JavaScript
378 lines
10 KiB
JavaScript
var Class = require('../utils/Class');
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var GetValue = require('../utils/object/GetValue');
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var NOOP = require('../utils/NOOP');
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var RequestAnimationFrame = require('../dom/RequestAnimationFrame');
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// Frame Rate config
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// fps: {
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// min: 10,
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// target: 60,
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// max: 120
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// forceSetTimeOut: false,
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// deltaHistory: 10,
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// panicMax: 120
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// }
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// http://www.testufo.com/#test=animation-time-graph
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var TimeStep = new Class({
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initialize:
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function TimeStep (game, config)
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{
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this.game = game;
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this.raf = new RequestAnimationFrame();
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this.started = false;
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this.running = false;
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this.minFps = GetValue(config, 'min', 5);
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this.maxFps = GetValue(config, 'max', 120);
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this.targetFps = GetValue(config, 'target', 60);
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this._min = 1000 / this.minFps; // 200ms between frames (i.e. super slow!)
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this._max = 1000 / this.maxFps; // 8.333ms between frames (i.e. super fast, 120Hz displays)
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this._target = 1000 / this.targetFps; // 16.666ms between frames (i.e. normal)
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// 200 / 1000 = 0.2 (5fps)
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// 8.333 / 1000 = 0.008333 (120fps)
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// 16.666 / 1000 = 0.01666 (60fps)
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/**
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* @property {number} fps - An exponential moving average of the frames per second.
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* @readOnly
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*/
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this.actualFps = this.targetFps;
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this.nextFpsUpdate = 0;
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this.framesThisSecond = 0;
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this.callback = NOOP;
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this.forceSetTimeOut = GetValue(config, 'forceSetTimeOut', false);
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this.time = 0;
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this.startTime = 0;
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this.lastTime = 0;
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this.frame = 0;
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this.inFocus = true;
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this._pauseTime = 0;
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this._coolDown = 0;
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this.delta = 0;
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this.deltaIndex = 0;
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this.deltaHistory = [];
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this.deltaSmoothingMax = GetValue(config, 'deltaHistory', 10);
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this.panicMax = GetValue(config, 'panicMax', 120);
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// The actual elapsed time in ms between one update and the next.
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// No smoothing, no capping, no averaging. So please be aware of this when using the contents of this property.
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this.rawDelta = 0;
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},
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// Called when the DOM window.onBlur event triggers
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blur: function ()
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{
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this.inFocus = false;
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// console.log('TimeStep.blur');
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},
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// Called when the DOM window.onFocus event triggers
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focus: function ()
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{
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this.inFocus = true;
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// console.log('TimeStep.focus');
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this.resetDelta();
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},
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// Called when the visibility API says the game is 'hidden' (tab switch, etc)
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pause: function ()
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{
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// console.log('TimeStep.pause');
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this._pauseTime = window.performance.now();
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},
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// Called when the visibility API says the game is 'visible' again (tab switch, etc)
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resume: function ()
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{
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this.resetDelta();
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this.startTime += this.time - this._pauseTime;
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// console.log('TimeStep.resume - paused for', (this.time - this._pauseTime));
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},
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resetDelta: function ()
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{
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var now = window.performance.now();
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this.time = now;
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this.lastTime = now;
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this.nextFpsUpdate = now + 1000;
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this.framesThisSecond = 0;
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this.frame = 0;
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// Pre-populate smoothing array
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for (var i = 0; i < this.deltaSmoothingMax; i++)
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{
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this.deltaHistory[i] = this._target;
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}
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this.delta = 0;
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this.deltaIndex = 0;
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this._coolDown = this.panicMax;
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},
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start: function (callback)
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{
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if (this.started)
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{
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return this;
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}
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this.started = true;
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this.running = true;
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this.deltaHistory = [];
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this.resetDelta();
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this.startTime = window.performance.now();
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this.callback = callback;
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this.raf.start(this.step.bind(this), this.forceSetTimeOut);
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},
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// time comes from requestAnimationFrame and is either a high res time value,
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// or Date.now if using setTimeout
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step: function (time)
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{
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// Debug only
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// var debug = 0;
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// var dump = [];
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this.frame++;
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this.rawDelta = time - this.lastTime;
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var idx = this.deltaIndex;
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var history = this.deltaHistory;
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var max = this.deltaSmoothingMax;
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// delta time (time is in ms)
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var dt = (time - this.lastTime);
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// When a browser switches tab, then comes back again, it takes around 10 frames before
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// the delta time settles down so we employ a 'cooling down' period before we start
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// trusting the delta values again, to avoid spikes flooding through our delta average
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if (this._coolDown > 0 || !this.inFocus)
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{
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this._coolDown--;
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dt = this._target;
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// debug = (time - this.lastTime);
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}
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// min / max range (yes, the < and > should be this way around)
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if (dt > this._min || dt < this._max)
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{
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// Probably super bad start time or browser tab context loss,
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// so use the last 'sane' dt value
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// debug = dt;
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dt = history[idx];
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// Clamp delta to min max range (in case history has become corrupted somehow)
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dt = Math.max(Math.min(dt, this._max), this._min);
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}
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// Smooth out the delta over the previous X frames
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// add the delta to the smoothing array
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history[idx] = dt;
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// adjusts the delta history array index based on the smoothing count
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// this stops the array growing beyond the size of deltaSmoothingMax
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this.deltaIndex++;
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if (this.deltaIndex > max)
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{
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this.deltaIndex = 0;
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}
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// Delta Average
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var avg = 0;
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// Loop the history array, adding the delta values together
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for (var i = 0; i < max; i++)
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{
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// Debug
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// if (history[i] < 16 || history[i] > 17)
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// {
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// dump.push({ i: i, dt: history[i] });
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// }
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avg += history[i];
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}
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// Then divide by the array length to get the average delta
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avg /= max;
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// Set as the world delta value
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this.delta = avg;
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// Real-world timer advance
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// this.time += avg;
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this.time += this.rawDelta;
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// Update the estimate of the frame rate, `fps`. Every second, the number
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// of frames that occurred in that second are included in an exponential
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// moving average of all frames per second, with an alpha of 0.25. This
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// means that more recent seconds affect the estimated frame rate more than
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// older seconds.
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//
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// When a browser window is NOT minimized, but is covered up (i.e. you're using
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// another app which has spawned a window over the top of the browser), then it
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// will start to throttle the raf callback time. It waits for a while, and then
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// starts to drop the frame rate at 1 frame per second until it's down to just over 1fps.
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// So if the game was running at 60fps, and the player opens a new window, then
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// after 60 seconds (+ the 'buffer time') it'll be down to 1fps, so rafin'g at 1Hz.
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//
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// When they make the game visible again, the frame rate is increased at a rate of
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// approx. 8fps, back up to 60fps (or the max it can obtain)
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//
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// There is no easy way to determine if this drop in frame rate is because the
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// browser is throttling raf, or because the game is struggling with performance
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// because you're asking it to do too much on the device.
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if (time > this.nextFpsUpdate)
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{
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// Compute the new exponential moving average with an alpha of 0.25.
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this.actualFps = 0.25 * this.framesThisSecond + 0.75 * this.actualFps;
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this.nextFpsUpdate = time + 1000;
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this.framesThisSecond = 0;
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// if (this.actualFps < 56)
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// {
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// console.log(this.actualFps);
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// console.log('F', this.frame, 'Avg', avg, 'Dt', debug, 'Panic', this._coolDown);
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// }
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}
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this.framesThisSecond++;
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// Interpolation - how far between what is expected and where we are?
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var interpolation = avg / this._target;
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this.callback(time, avg, interpolation);
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// Shift time value over
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this.lastTime = time;
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// if (debug !== 0)
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// {
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// console.log('F', this.frame, 'Avg', avg, 'Dt', debug, 'Panic', this._coolDown);
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// }
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/*
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if (debug !== 0 || dump.length)
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{
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console.group('Frame ' + this.frame);
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console.log('Interpolation', interpolation, '%');
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if (debug)
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{
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console.log('Elapsed', debug, 'ms');
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}
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// console.log('Frame', this.frame, 'Delta', avg, '(average)', debug, '(now)');
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console.log('Delta', avg, '(average)');
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if (dump.length)
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{
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console.table(dump);
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}
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console.groupEnd();
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}
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*/
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},
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tick: function ()
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{
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this.step(window.performance.now());
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},
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sleep: function ()
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{
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if (this.running)
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{
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this.raf.stop();
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this.running = false;
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}
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},
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wake: function (seamless)
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{
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if (this.running)
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{
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this.sleep();
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}
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else if (seamless)
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{
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this.startTime += -this.lastTime + (this.lastTime = window.performance.now());
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}
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this.raf.start(this.step.bind(this), this.useRAF);
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this.running = true;
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this.step(window.performance.now());
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},
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setFps: function (value)
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{
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this.fps = value;
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this.wake();
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},
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getFps: function ()
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{
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return this.fps;
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},
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stop: function ()
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{
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this.running = false;
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this.started = false;
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this.raf.stop();
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return this;
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},
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destroy: function ()
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{
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}
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});
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module.exports = TimeStep;
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