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650 lines
14 KiB
HTML
650 lines
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HTML
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<h1 class="page-title">Source: time/Time.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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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* Time constructor.
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*
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* @class Phaser.Time
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* @classdesc This is the core internal game clock. It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens.
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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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*/
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this.game = game;
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/**
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* The time at which the Game instance started.
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* @property {number} _started
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* @private
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* @default
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*/
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this._started = 0;
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/**
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* The time (in ms) that the last second counter ticked over.
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* @property {number} _timeLastSecond
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* @private
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* @default
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*/
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this._timeLastSecond = 0;
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/**
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* The time the game started being paused.
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* @property {number} _pauseStarted
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* @private
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* @default
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*/
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this._pauseStarted = 0;
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/**
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* The elapsed time calculated for the physics motion updates.
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* @property {number} physicsElapsed
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* @default
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*/
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this.physicsElapsed = 0;
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/**
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* Game time counter.
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* @property {number} time
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* @default
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*/
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this.time = 0;
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/**
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* Records how long the game has been paused for. Is reset each time the game pauses.
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* @property {number} pausedTime
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* @default
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*/
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this.pausedTime = 0;
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/**
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* The time right now.
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* @property {number} now
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* @default
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*/
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this.now = 0;
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/**
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* Elapsed time since the last frame.
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* @property {number} elapsed
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* @default
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*/
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this.elapsed = 0;
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/**
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* Frames per second.
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* @property {number} fps
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* @default
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*/
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this.fps = 0;
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/**
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* The lowest rate the fps has dropped to.
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* @property {number} fpsMin
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* @default
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*/
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this.fpsMin = 1000;
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/**
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* The highest rate the fps has reached (usually no higher than 60fps).
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* @property {number} fpsMax
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* @default
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*/
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this.fpsMax = 0;
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/**
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* The minimum amount of time the game has taken between two frames.
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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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* The maximum amount of time the game has taken between two frames.
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* @property {number} msMax
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* @default
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*/
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this.msMax = 0;
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/**
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* The number of frames record in the last second.
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* @property {number} frames
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* @default
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*/
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this.frames = 0;
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/**
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* Records how long the game was paused for in miliseconds.
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* @property {number} pauseDuration
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* @default
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*/
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this.pauseDuration = 0;
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/**
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* The value that setTimeout needs to work out when to next update
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* @property {number} timeToCall
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* @default
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*/
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this.timeToCall = 0;
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/**
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* Internal value used by timeToCall as part of the setTimeout loop
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* @property {number} lastTime
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* @default
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*/
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this.lastTime = 0;
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// Listen for game pause/resume events
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this.game.onPause.add(this.gamePaused, this);
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this.game.onResume.add(this.gameResumed, this);
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/**
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* Description.
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* @property {boolean} _justResumed
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* @default
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*/
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this._justResumed = false;
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};
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Phaser.Time.prototype = {
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/**
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* The number of seconds that have elapsed since the game was started.
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* @method Phaser.Time#totalElapsedSeconds
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* @return {number}
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*/
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totalElapsedSeconds: function() {
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return (this.now - this._started) * 0.001;
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},
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/**
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* Updates the game clock and calculate the fps. This is called automatically by Phaser.Game.
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* @method Phaser.Time#update
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* @param {number} time - The current timestamp, either performance.now or Date.now depending on the browser.
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*/
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update: function (time) {
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this.now = time;
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if (this._justResumed)
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{
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this.time = this.now;
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this._justResumed = false;
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}
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this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
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this.elapsed = this.now - this.time;
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this.msMin = this.game.math.min(this.msMin, this.elapsed);
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this.msMax = this.game.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 = this.game.math.min(this.fpsMin, this.fps);
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this.fpsMax = this.game.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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this.time = this.now;
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this.lastTime = time + this.timeToCall;
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this.physicsElapsed = 1.0 * (this.elapsed / 1000);
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// Paused?
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if (this.game.paused)
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{
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this.pausedTime = this.now - this._pauseStarted;
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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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* @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 = this.now;
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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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* @method Phaser.Time#gameResumed
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* @private
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*/
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gameResumed: function () {
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// Level out the elapsed timer to avoid spikes
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this.time = Date.now();
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this.pauseDuration = this.pausedTime;
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this._justResumed = true;
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},
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/**
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* How long has passed since the given time.
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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.now - 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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* @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.now - since) * 0.001;
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},
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/**
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* Resets the private _started value to now.
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* @method Phaser.Time#reset
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*/
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reset: function () {
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this._started = this.now;
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}
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};</pre>
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</article>
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</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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