mirror of
https://github.com/photonstorm/phaser
synced 2024-12-17 16:43:30 +00:00
628 lines
18 KiB
JavaScript
628 lines
18 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* This is the core internal game clock.
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*
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* It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens,
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* and also handles the standard Timer pool.
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*
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* To create a general timed event, use the master {@link Phaser.Timer} accessible through {@link Phaser.Time.events events}.
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*
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* There are different *types* of time in Phaser:
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*
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* - ***Game time*** always runs at the speed of time in real life.
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*
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* Unlike wall-clock time, *game time stops when Phaser is paused*.
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*
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* Game time is used for {@link Phaser.Timer timer events}.
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*
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* - ***Physics time*** represents the amount of time given to physics calculations.
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*
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* *When {@link #slowMotion} is in effect physics time runs slower than game time.*
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* Like game time, physics time stops when Phaser is paused.
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*
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* Physics time is used for physics calculations and {@link Phaser.Tween tweens}.
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*
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* - {@link https://en.wikipedia.org/wiki/Wall-clock_time ***Wall-clock time***} represents the duration between two events in real life time.
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*
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* This time is independent of Phaser and always progresses, regardless of if Phaser is paused.
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*
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* @class Phaser.Time
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* @constructor
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* @param {Phaser.Game} game A reference to the currently running game.
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*/
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Phaser.Time = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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* @protected
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*/
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this.game = game;
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/**
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* The `Date.now()` value when the time was last updated.
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* @property {integer} time
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* @protected
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*/
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this.time = 0;
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/**
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* The `now` when the previous update occurred.
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* @property {number} prevTime
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* @protected
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*/
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this.prevTime = 0;
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/**
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* An increasing value representing cumulative milliseconds since an undisclosed epoch.
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*
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* While this value is in milliseconds and can be used to compute time deltas,
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* it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference.
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*
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* The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now;
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* the value can only be relied upon within a particular game instance.
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*
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* @property {number} now
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* @protected
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*/
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this.now = 0;
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/**
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* Elapsed time since the last time update, in milliseconds, based on `now`.
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*
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* This value _may_ include time that the game is paused/inactive.
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*
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* _Note:_ This is updated only once per game loop - even if multiple logic update steps are done.
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* Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.
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*
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* @property {number} elapsed
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* @see Phaser.Time.time
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* @protected
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*/
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this.elapsed = 0;
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/**
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* The time in ms since the last time update, in milliseconds, based on `time`.
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*
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* This value is corrected for game pauses and will be "about zero" after a game is resumed.
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*
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* _Note:_ This is updated once per game loop - even if multiple logic update steps are done.
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* Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.
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*
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* @property {integer} elapsedMS
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* @protected
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*/
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this.elapsedMS = 0;
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/**
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* The physics update delta, in fractional seconds.
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*
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* This should be used as an applicable multiplier by all logic update steps (eg. `preUpdate/postUpdate/update`)
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* to ensure consistent game timing. Game/logic timing can drift from real-world time if the system
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* is unable to consistently maintain the desired FPS.
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*
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* With fixed-step updates this is normally equivalent to `1.0 / desiredFps`.
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*
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* @property {number} physicsElapsed
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*/
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this.physicsElapsed = 1 / 60;
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/**
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* The physics update delta, in milliseconds - equivalent to `physicsElapsed * 1000`.
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*
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* @property {number} physicsElapsedMS
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*/
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this.physicsElapsedMS = (1 / 60) * 1000;
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/**
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* The desiredFps multiplier as used by Game.update.
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* @property {integer} desiredFpsMult
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* @protected
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*/
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this.desiredFpsMult = 1.0 / 60;
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/**
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* The desired frame rate of the game.
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*
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* This is used is used to calculate the physic/logic multiplier and how to apply catch-up logic updates.
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*
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* @property {number} _desiredFps
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* @private
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* @default
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*/
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this._desiredFps = 60;
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/**
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* The suggested frame rate for your game, based on an averaged real frame rate.
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* This value is only populated if `Time.advancedTiming` is enabled.
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*
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* _Note:_ This is not available until after a few frames have passed; until then
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* it's set to the same value as desiredFps.
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*
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* @property {number} suggestedFps
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* @default
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*/
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this.suggestedFps = this.desiredFps;
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/**
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* Scaling factor to make the game move smoothly in slow motion
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* - 1.0 = normal speed
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* - 2.0 = half speed
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* @property {number} slowMotion
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* @default
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*/
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this.slowMotion = 1.0;
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/**
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* If true then advanced profiling, including the fps rate, fps min/max, suggestedFps and msMin/msMax are updated.
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* @property {boolean} advancedTiming
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* @default
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*/
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this.advancedTiming = false;
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/**
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* Advanced timing result: The number of render frames record in the last second.
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*
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* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
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* @property {integer} frames
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* @readonly
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*/
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this.frames = 0;
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/**
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* Advanced timing result: Frames per second.
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*
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* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
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* @property {number} fps
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* @readonly
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*/
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this.fps = 0;
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/**
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* Advanced timing result: The lowest rate the fps has dropped to.
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*
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* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
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* This value can be manually reset.
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* @property {number} fpsMin
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*/
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this.fpsMin = 1000;
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/**
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* Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps).
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*
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* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
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* This value can be manually reset.
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* @property {number} fpsMax
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*/
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this.fpsMax = 0;
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/**
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* Advanced timing result: The minimum amount of time the game has taken between consecutive frames.
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*
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* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
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* This value can be manually reset.
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* @property {number} msMin
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* @default
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*/
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this.msMin = 1000;
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/**
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* Advanced timing result: The maximum amount of time the game has taken between consecutive frames.
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*
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* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
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* This value can be manually reset.
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* @property {number} msMax
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*/
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this.msMax = 0;
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/**
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* Records how long the game was last paused, in milliseconds.
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* (This is not updated until the game is resumed.)
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* @property {number} pauseDuration
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*/
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this.pauseDuration = 0;
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/**
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* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
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* @protected
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*/
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this.timeToCall = 0;
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/**
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* @property {number} timeExpected - The time when the next call is expected when using setTimer to control the update loop
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* @protected
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*/
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this.timeExpected = 0;
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/**
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* A {@link Phaser.Timer} object bound to the master clock (this Time object) which events can be added to.
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* @property {Phaser.Timer} events
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*/
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this.events = new Phaser.Timer(this.game, false);
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/**
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* @property {number} _frameCount - count the number of calls to time.update since the last suggestedFps was calculated
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* @private
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*/
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this._frameCount = 0;
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/**
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* @property {number} _elapsedAcumulator - sum of the elapsed time since the last suggestedFps was calculated
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* @private
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*/
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this._elapsedAccumulator = 0;
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/**
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* @property {number} _started - The time at which the Game instance started.
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* @private
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*/
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this._started = 0;
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/**
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* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
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* @private
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*/
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this._timeLastSecond = 0;
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/**
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* @property {number} _pauseStarted - The time the game started being paused.
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* @private
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*/
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this._pauseStarted = 0;
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/**
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* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
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* @private
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*/
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this._justResumed = false;
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/**
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* @property {Phaser.Timer[]} _timers - Internal store of Phaser.Timer objects.
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* @private
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*/
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this._timers = [];
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};
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Phaser.Time.prototype = {
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/**
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* Called automatically by Phaser.Game after boot. Should not be called directly.
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*
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* @method Phaser.Time#boot
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* @protected
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*/
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boot: function () {
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this._started = Date.now();
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this.time = Date.now();
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this.events.start();
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this.timeExpected = this.time;
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},
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/**
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* Adds an existing Phaser.Timer object to the Timer pool.
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*
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* @method Phaser.Time#add
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* @param {Phaser.Timer} timer - An existing Phaser.Timer object.
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* @return {Phaser.Timer} The given Phaser.Timer object.
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*/
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add: function (timer) {
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this._timers.push(timer);
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return timer;
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},
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/**
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* Creates a new stand-alone Phaser.Timer object.
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*
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* @method Phaser.Time#create
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* @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).
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* @return {Phaser.Timer} The Timer object that was created.
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*/
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create: function (autoDestroy) {
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if (autoDestroy === undefined) { autoDestroy = true; }
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var timer = new Phaser.Timer(this.game, autoDestroy);
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this._timers.push(timer);
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return timer;
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},
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/**
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* Remove all Timer objects, regardless of their state and clears all Timers from the {@link Phaser.Time#events events} timer.
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*
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* @method Phaser.Time#removeAll
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*/
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removeAll: function () {
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for (var i = 0; i < this._timers.length; i++)
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{
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this._timers[i].destroy();
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}
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this._timers = [];
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this.events.removeAll();
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},
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/**
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* Refreshes the Time.time and Time.elapsedMS properties from the system clock.
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*
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* @method Phaser.Time#refresh
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*/
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refresh: function () {
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// Set to the old Date.now value
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var previousDateNow = this.time;
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// this.time always holds a Date.now value
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this.time = Date.now();
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// Adjust accordingly.
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this.elapsedMS = this.time - previousDateNow;
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},
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/**
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* Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
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*
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* @method Phaser.Time#update
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* @protected
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* @param {number} time - The current relative timestamp; see {@link Phaser.Time#now now}.
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*/
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update: function (time) {
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// Set to the old Date.now value
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var previousDateNow = this.time;
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// this.time always holds a Date.now value
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this.time = Date.now();
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// Adjust accordingly.
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this.elapsedMS = this.time - previousDateNow;
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// 'now' is currently still holding the time of the last call, move it into prevTime
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this.prevTime = this.now;
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// update 'now' to hold the current time
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// this.now may hold the RAF high resolution time value if RAF is available (otherwise it also holds Date.now)
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this.now = time;
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// elapsed time between previous call and now - this could be a high resolution value
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this.elapsed = this.now - this.prevTime;
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if (this.game.raf._isSetTimeOut)
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{
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// console.log('Time isSet', this._desiredFps, 'te', this.timeExpected, 'time', time);
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// time to call this function again in ms in case we're using timers instead of RequestAnimationFrame to update the game
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this.timeToCall = Math.floor(Math.max(0, (1000.0 / this._desiredFps) - (this.timeExpected - time)));
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// time when the next call is expected if using timers
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this.timeExpected = time + this.timeToCall;
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// console.log('Time expect', this.timeExpected);
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}
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if (this.advancedTiming)
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{
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this.updateAdvancedTiming();
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}
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// Paused but still running?
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if (!this.game.paused)
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{
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// Our internal Phaser.Timer
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this.events.update(this.time);
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if (this._timers.length)
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{
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this.updateTimers();
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}
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}
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},
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/**
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* Handles the updating of the Phaser.Timers (if any)
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* Called automatically by Time.update.
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*
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* @method Phaser.Time#updateTimers
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* @private
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*/
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updateTimers: function () {
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// Any game level timers
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var i = 0;
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var len = this._timers.length;
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while (i < len)
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{
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if (this._timers[i].update(this.time))
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{
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i++;
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}
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else
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{
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// Timer requests to be removed
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this._timers.splice(i, 1);
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len--;
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}
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}
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},
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/**
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* Handles the updating of the advanced timing values (if enabled)
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* Called automatically by Time.update.
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*
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* @method Phaser.Time#updateAdvancedTiming
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* @private
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*/
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updateAdvancedTiming: function () {
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// count the number of time.update calls
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this._frameCount++;
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this._elapsedAccumulator += this.elapsed;
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// occasionally recalculate the suggestedFps based on the accumulated elapsed time
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if (this._frameCount >= this._desiredFps * 2)
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{
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// this formula calculates suggestedFps in multiples of 5 fps
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this.suggestedFps = Math.floor(200 / (this._elapsedAccumulator / this._frameCount)) * 5;
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this._frameCount = 0;
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this._elapsedAccumulator = 0;
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}
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this.msMin = Math.min(this.msMin, this.elapsed);
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this.msMax = Math.max(this.msMax, this.elapsed);
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this.frames++;
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if (this.now > this._timeLastSecond + 1000)
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{
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this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
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this.fpsMin = Math.min(this.fpsMin, this.fps);
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this.fpsMax = Math.max(this.fpsMax, this.fps);
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this._timeLastSecond = this.now;
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this.frames = 0;
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}
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},
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/**
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* Called when the game enters a paused state.
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*
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* @method Phaser.Time#gamePaused
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* @private
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*/
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gamePaused: function () {
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this._pauseStarted = Date.now();
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this.events.pause();
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var i = this._timers.length;
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while (i--)
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{
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this._timers[i]._pause();
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}
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},
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/**
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* Called when the game resumes from a paused state.
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*
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* @method Phaser.Time#gameResumed
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* @private
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*/
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gameResumed: function () {
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// Set the parameter which stores Date.now() to make sure it's correct on resume
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this.time = Date.now();
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this.pauseDuration = this.time - this._pauseStarted;
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this.events.resume();
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var i = this._timers.length;
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while (i--)
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{
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this._timers[i]._resume();
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}
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},
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/**
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* The number of seconds that have elapsed since the game was started.
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*
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* @method Phaser.Time#totalElapsedSeconds
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* @return {number} The number of seconds that have elapsed since the game was started.
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*/
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totalElapsedSeconds: function() {
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return (this.time - this._started) * 0.001;
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},
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/**
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* How long has passed since the given time.
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*
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* @method Phaser.Time#elapsedSince
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* @param {number} since - The time you want to measure against.
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* @return {number} The difference between the given time and now.
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*/
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elapsedSince: function (since) {
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return this.time - since;
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},
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/**
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* How long has passed since the given time (in seconds).
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*
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* @method Phaser.Time#elapsedSecondsSince
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* @param {number} since - The time you want to measure (in seconds).
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* @return {number} Duration between given time and now (in seconds).
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*/
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elapsedSecondsSince: function (since) {
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return (this.time - since) * 0.001;
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},
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|
|
|
/**
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|
* Resets the private _started value to now and removes all currently running Timers.
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|
*
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|
* @method Phaser.Time#reset
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|
*/
|
|
reset: function () {
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|
|
|
this._started = this.time;
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|
this.removeAll();
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|
|
|
}
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|
|
|
};
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|
|
|
/**
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|
* The desired frame rate of the game.
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|
*
|
|
* This is used is used to calculate the physic / logic multiplier and how to apply catch-up logic updates.
|
|
*
|
|
* @name Phaser.Time#desiredFps
|
|
* @property {integer} desiredFps - The desired frame rate of the game. Defaults to 60.
|
|
*/
|
|
Object.defineProperty(Phaser.Time.prototype, "desiredFps", {
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|
|
|
get: function () {
|
|
|
|
return this._desiredFps;
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|
|
|
},
|
|
|
|
set: function (value) {
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|
|
|
this._desiredFps = value;
|
|
|
|
// Set the physics elapsed time... this will always be 1 / this.desiredFps
|
|
// because we're using fixed time steps in game.update
|
|
this.physicsElapsed = 1 / value;
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|
|
|
this.physicsElapsedMS = this.physicsElapsed * 1000;
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|
|
|
this.desiredFpsMult = 1.0 / value;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
Phaser.Time.prototype.constructor = Phaser.Time;
|