phaser/v3/src/boot/TimeStep.js

378 lines
10 KiB
JavaScript

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