mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
716 lines
15 KiB
HTML
716 lines
15 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: time/Time.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Bullet.html">Bullet</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="global.html#bottom">bottom</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="global.html#right">right</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: time/Time.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2013 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Time constructor.
|
|
*
|
|
* @class Phaser.Time
|
|
* @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.
|
|
* @constructor
|
|
* @param {Phaser.Game} game A reference to the currently running game.
|
|
*/
|
|
Phaser.Time = function (game) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* The time at which the Game instance started.
|
|
* @property {number} _started
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._started = 0;
|
|
|
|
/**
|
|
* The time (in ms) that the last second counter ticked over.
|
|
* @property {number} _timeLastSecond
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._timeLastSecond = 0;
|
|
|
|
/**
|
|
* The time the game started being paused.
|
|
* @property {number} _pauseStarted
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._pauseStarted = 0;
|
|
|
|
/**
|
|
* The elapsed time calculated for the physics motion updates.
|
|
* @property {number} physicsElapsed
|
|
* @default
|
|
*/
|
|
this.physicsElapsed = 0;
|
|
|
|
/**
|
|
* Game time counter.
|
|
* @property {number} time
|
|
* @default
|
|
*/
|
|
this.time = 0;
|
|
|
|
/**
|
|
* Records how long the game has been paused for. Is reset each time the game pauses.
|
|
* @property {number} pausedTime
|
|
* @default
|
|
*/
|
|
this.pausedTime = 0;
|
|
|
|
/**
|
|
* The time right now.
|
|
* @property {number} now
|
|
* @default
|
|
*/
|
|
this.now = 0;
|
|
|
|
/**
|
|
* Elapsed time since the last frame.
|
|
* @property {number} elapsed
|
|
* @default
|
|
*/
|
|
this.elapsed = 0;
|
|
|
|
/**
|
|
* Frames per second.
|
|
* @property {number} fps
|
|
* @default
|
|
*/
|
|
this.fps = 0;
|
|
|
|
/**
|
|
* The lowest rate the fps has dropped to.
|
|
* @property {number} fpsMin
|
|
* @default
|
|
*/
|
|
this.fpsMin = 1000;
|
|
|
|
/**
|
|
* The highest rate the fps has reached (usually no higher than 60fps).
|
|
* @property {number} fpsMax
|
|
* @default
|
|
*/
|
|
this.fpsMax = 0;
|
|
|
|
/**
|
|
* The minimum amount of time the game has taken between two frames.
|
|
* @property {number} msMin
|
|
* @default
|
|
*/
|
|
this.msMin = 1000;
|
|
|
|
/**
|
|
* The maximum amount of time the game has taken between two frames.
|
|
* @property {number} msMax
|
|
* @default
|
|
*/
|
|
this.msMax = 0;
|
|
|
|
/**
|
|
* The number of frames record in the last second.
|
|
* @property {number} frames
|
|
* @default
|
|
*/
|
|
this.frames = 0;
|
|
|
|
/**
|
|
* Records how long the game was paused for in miliseconds.
|
|
* @property {number} pauseDuration
|
|
* @default
|
|
*/
|
|
this.pauseDuration = 0;
|
|
|
|
/**
|
|
* The value that setTimeout needs to work out when to next update
|
|
* @property {number} timeToCall
|
|
* @default
|
|
*/
|
|
this.timeToCall = 0;
|
|
|
|
/**
|
|
* Internal value used by timeToCall as part of the setTimeout loop
|
|
* @property {number} lastTime
|
|
* @default
|
|
*/
|
|
this.lastTime = 0;
|
|
|
|
// Listen for game pause/resume events
|
|
this.game.onPause.add(this.gamePaused, this);
|
|
this.game.onResume.add(this.gameResumed, this);
|
|
|
|
/**
|
|
* Description.
|
|
* @property {boolean} _justResumed
|
|
* @default
|
|
*/
|
|
this._justResumed = false;
|
|
|
|
};
|
|
|
|
Phaser.Time.prototype = {
|
|
|
|
/**
|
|
* The number of seconds that have elapsed since the game was started.
|
|
* @method Phaser.Time#totalElapsedSeconds
|
|
* @return {number}
|
|
*/
|
|
totalElapsedSeconds: function() {
|
|
return (this.now - this._started) * 0.001;
|
|
},
|
|
|
|
/**
|
|
* Updates the game clock and calculate the fps. This is called automatically by Phaser.Game.
|
|
* @method Phaser.Time#update
|
|
* @param {number} time - The current timestamp, either performance.now or Date.now depending on the browser.
|
|
*/
|
|
update: function (time) {
|
|
|
|
this.now = time;
|
|
|
|
if (this._justResumed)
|
|
{
|
|
this.time = this.now;
|
|
this._justResumed = false;
|
|
}
|
|
|
|
this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
|
|
|
|
this.elapsed = this.now - this.time;
|
|
|
|
this.msMin = this.game.math.min(this.msMin, this.elapsed);
|
|
this.msMax = this.game.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 = this.game.math.min(this.fpsMin, this.fps);
|
|
this.fpsMax = this.game.math.max(this.fpsMax, this.fps);
|
|
this._timeLastSecond = this.now;
|
|
this.frames = 0;
|
|
}
|
|
|
|
this.time = this.now;
|
|
this.lastTime = time + this.timeToCall;
|
|
this.physicsElapsed = 1.0 * (this.elapsed / 1000);
|
|
|
|
// Clamp the delta
|
|
if (this.physicsElapsed > 1)
|
|
{
|
|
this.physicsElapsed = 1;
|
|
}
|
|
|
|
// Paused?
|
|
if (this.game.paused)
|
|
{
|
|
this.pausedTime = this.now - this._pauseStarted;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the game enters a paused state.
|
|
* @method Phaser.Time#gamePaused
|
|
* @private
|
|
*/
|
|
gamePaused: function () {
|
|
|
|
this._pauseStarted = this.now;
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the game resumes from a paused state.
|
|
* @method Phaser.Time#gameResumed
|
|
* @private
|
|
*/
|
|
gameResumed: function () {
|
|
|
|
// Level out the elapsed timer to avoid spikes
|
|
this.time = Date.now();
|
|
this.pauseDuration = this.pausedTime;
|
|
this._justResumed = true;
|
|
|
|
},
|
|
|
|
/**
|
|
* 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.now - 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.now - since) * 0.001;
|
|
},
|
|
|
|
/**
|
|
* Resets the private _started value to now.
|
|
* @method Phaser.Time#reset
|
|
*/
|
|
reset: function () {
|
|
this._started = this.now;
|
|
}
|
|
|
|
};</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|