phaser/src/core/TimeStep.js
2023-01-02 17:36:27 +00:00

872 lines
26 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../utils/Class');
var GetValue = require('../utils/object/GetValue');
var NOOP = require('../utils/NOOP');
var RequestAnimationFrame = require('../dom/RequestAnimationFrame');
// http://www.testufo.com/#test=animation-time-graph
/**
* @classdesc
* The core runner class that Phaser uses to handle the game loop. It can use either Request Animation Frame,
* or SetTimeout, based on browser support and config settings, to create a continuous loop within the browser.
*
* Each time the loop fires, `TimeStep.step` is called and this is then passed onto the core Game update loop,
* it is the core heartbeat of your game. It will fire as often as Request Animation Frame is capable of handling
* on the target device.
*
* Note that there are lots of situations where a browser will stop updating your game. Such as if the player
* switches tabs, or covers up the browser window with another application. In these cases, the 'heartbeat'
* of your game will pause, and only resume when focus is returned to it by the player. There is no way to avoid
* this situation, all you can do is use the visibility events the browser, and Phaser, provide to detect when
* it has happened and then gracefully recover.
*
* @class TimeStep
* @memberof Phaser.Core
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - A reference to the Phaser.Game instance that owns this Time Step.
* @param {Phaser.Types.Core.FPSConfig} config
*/
var TimeStep = new Class({
initialize:
function TimeStep (game, config)
{
/**
* A reference to the Phaser.Game instance.
*
* @name Phaser.Core.TimeStep#game
* @type {Phaser.Game}
* @readonly
* @since 3.0.0
*/
this.game = game;
/**
* The Request Animation Frame DOM Event handler.
*
* @name Phaser.Core.TimeStep#raf
* @type {Phaser.DOM.RequestAnimationFrame}
* @readonly
* @since 3.0.0
*/
this.raf = new RequestAnimationFrame();
/**
* A flag that is set once the TimeStep has started running and toggled when it stops.
*
* @name Phaser.Core.TimeStep#started
* @type {boolean}
* @readonly
* @default false
* @since 3.0.0
*/
this.started = false;
/**
* A flag that is set once the TimeStep has started running and toggled when it stops.
* The difference between this value and `started` is that `running` is toggled when
* the TimeStep is sent to sleep, where-as `started` remains `true`, only changing if
* the TimeStep is actually stopped, not just paused.
*
* @name Phaser.Core.TimeStep#running
* @type {boolean}
* @readonly
* @default false
* @since 3.0.0
*/
this.running = false;
/**
* The minimum fps rate you want the Time Step to run at.
*
* Setting this cannot guarantee the browser runs at this rate, it merely influences
* the internal timing values to help the Timestep know when it has gone out of sync.
*
* @name Phaser.Core.TimeStep#minFps
* @type {number}
* @default 5
* @since 3.0.0
*/
this.minFps = GetValue(config, 'min', 5);
/**
* The target fps rate for the Time Step to run at.
*
* Setting this value will not actually change the speed at which the browser runs, that is beyond
* the control of Phaser. Instead, it allows you to determine performance issues and if the Time Step
* is spiraling out of control.
*
* @name Phaser.Core.TimeStep#targetFps
* @type {number}
* @default 60
* @since 3.0.0
*/
this.targetFps = GetValue(config, 'target', 60);
/**
* Enforce a frame rate limit. This forces how often the Game step will run. By default it is zero,
* which means it will run at whatever limit the browser (via RequestAnimationFrame) can handle, which
* is the optimum rate for fast-action or responsive games.
*
* However, if you are building a non-game app, like a graphics generator, or low-intensity game that doesn't
* require 60fps, then you can lower the step rate via this Game Config value:
*
* ```js
* fps: {
* limit: 30
* }
* ```
*
* Setting this _beyond_ the rate of RequestAnimationFrame will make no difference at all.
*
* Use it purely to _restrict_ updates in low-intensity situations only.
*
* @name Phaser.Core.TimeStep#fpsLimit
* @type {number}
* @default 0
* @since 3.60.0
*/
this.fpsLimit = GetValue(config, 'limit', 0);
/**
* Is the FPS rate limited?
*
* This is set by setting the Game Config `limit` value to a value above zero.
*
* Consider this property as read-only.
*
* @name Phaser.Core.TimeStep#hasFpsLimit
* @type {boolean}
* @default false
* @since 3.60.0
*/
this.hasFpsLimit = (this.fpsLimit > 0);
/**
* Internal value holding the fps rate limit in ms.
*
* @name Phaser.Core.TimeStep#_limitRate
* @type {number}
* @private
* @since 3.60.0
*/
this._limitRate = (this.hasFpsLimit) ? (1000 / this.fpsLimit) : 0;
/**
* The minimum fps value in ms.
*
* Defaults to 200ms between frames (i.e. super slow!)
*
* @name Phaser.Core.TimeStep#_min
* @type {number}
* @private
* @since 3.0.0
*/
this._min = 1000 / this.minFps;
/**
* The target fps value in ms.
*
* Defaults to 16.66ms between frames (i.e. normal)
*
* @name Phaser.Core.TimeStep#_target
* @type {number}
* @private
* @since 3.0.0
*/
this._target = 1000 / this.targetFps;
/**
* An exponential moving average of the frames per second.
*
* @name Phaser.Core.TimeStep#actualFps
* @type {number}
* @readonly
* @default 60
* @since 3.0.0
*/
this.actualFps = this.targetFps;
/**
* The time at which the next fps rate update will take place.
*
* When an fps update happens, the `framesThisSecond` value is reset.
*
* @name Phaser.Core.TimeStep#nextFpsUpdate
* @type {number}
* @readonly
* @default 0
* @since 3.0.0
*/
this.nextFpsUpdate = 0;
/**
* The number of frames processed this second.
*
* @name Phaser.Core.TimeStep#framesThisSecond
* @type {number}
* @readonly
* @default 0
* @since 3.0.0
*/
this.framesThisSecond = 0;
/**
* A callback to be invoked each time the TimeStep steps.
*
* @name Phaser.Core.TimeStep#callback
* @type {Phaser.Types.Core.TimeStepCallback}
* @default NOOP
* @since 3.0.0
*/
this.callback = NOOP;
/**
* You can force the TimeStep to use SetTimeOut instead of Request Animation Frame by setting
* the `forceSetTimeOut` property to `true` in the Game Configuration object. It cannot be changed at run-time.
*
* @name Phaser.Core.TimeStep#forceSetTimeOut
* @type {boolean}
* @readonly
* @default false
* @since 3.0.0
*/
this.forceSetTimeOut = GetValue(config, 'forceSetTimeOut', false);
/**
* The time, updated each step by adding the elapsed delta time to the previous value.
*
* This differs from the `TimeStep.now` value, which is the high resolution time value
* as provided by Request Animation Frame.
*
* @name Phaser.Core.TimeStep#time
* @type {number}
* @default 0
* @since 3.0.0
*/
this.time = 0;
/**
* The time at which the game started running.
*
* This value is adjusted if the game is then paused and resumes.
*
* @name Phaser.Core.TimeStep#startTime
* @type {number}
* @default 0
* @since 3.0.0
*/
this.startTime = 0;
/**
* The time of the previous step.
*
* This is typically a high resolution timer value, as provided by Request Animation Frame.
*
* @name Phaser.Core.TimeStep#lastTime
* @type {number}
* @default 0
* @since 3.0.0
*/
this.lastTime = 0;
/**
* The current frame the game is on. This counter is incremented once every game step, regardless of how much
* time has passed and is unaffected by delta smoothing.
*
* @name Phaser.Core.TimeStep#frame
* @type {number}
* @readonly
* @default 0
* @since 3.0.0
*/
this.frame = 0;
/**
* Is the browser currently considered in focus by the Page Visibility API?
*
* This value is set in the `blur` method, which is called automatically by the Game instance.
*
* @name Phaser.Core.TimeStep#inFocus
* @type {boolean}
* @readonly
* @default true
* @since 3.0.0
*/
this.inFocus = true;
/**
* The timestamp at which the game became paused, as determined by the Page Visibility API.
*
* @name Phaser.Core.TimeStep#_pauseTime
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._pauseTime = 0;
/**
* An internal counter to allow for the browser 'cooling down' after coming back into focus.
*
* @name Phaser.Core.TimeStep#_coolDown
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._coolDown = 0;
/**
* The delta time, in ms, since the last game step. This is a clamped and smoothed average value.
*
* @name Phaser.Core.TimeStep#delta
* @type {number}
* @default 0
* @since 3.0.0
*/
this.delta = 0;
/**
* Internal index of the delta history position.
*
* @name Phaser.Core.TimeStep#deltaIndex
* @type {number}
* @default 0
* @since 3.0.0
*/
this.deltaIndex = 0;
/**
* Internal array holding the previous delta values, used for delta smoothing.
*
* @name Phaser.Core.TimeStep#deltaHistory
* @type {number[]}
* @since 3.0.0
*/
this.deltaHistory = [];
/**
* The maximum number of delta values that are retained in order to calculate a smoothed moving average.
*
* This can be changed in the Game Config via the `fps.deltaHistory` property. The default is 10.
*
* @name Phaser.Core.TimeStep#deltaSmoothingMax
* @type {number}
* @default 10
* @since 3.0.0
*/
this.deltaSmoothingMax = GetValue(config, 'deltaHistory', 10);
/**
* The number of frames that the cooldown is set to after the browser panics over the FPS rate, usually
* as a result of switching tabs and regaining focus.
*
* This can be changed in the Game Config via the `fps.panicMax` property. The default is 120.
*
* @name Phaser.Core.TimeStep#panicMax
* @type {number}
* @default 120
* @since 3.0.0
*/
this.panicMax = GetValue(config, 'panicMax', 120);
/**
* The actual elapsed time in ms between one update and the next.
*
* Unlike with `delta`, no smoothing, capping, or averaging is applied to this value.
* So please be careful when using this value in math calculations.
*
* @name Phaser.Core.TimeStep#rawDelta
* @type {number}
* @default 0
* @since 3.0.0
*/
this.rawDelta = 0;
/**
* The time, set at the start of the current step.
*
* This is typically a high resolution timer value, as provided by Request Animation Frame.
*
* This can differ from the `time` value in that it isn't calculated based on the delta value.
*
* @name Phaser.Core.TimeStep#now
* @type {number}
* @default 0
* @since 3.18.0
*/
this.now = 0;
/**
* Apply smoothing to the delta value used within Phasers internal calculations?
*
* This can be changed in the Game Config via the `fps.smoothStep` property. The default is `true`.
*
* Smoothing helps settle down the delta values after browser tab switches, or other situations
* which could cause significant delta spikes or dips. By default it has been enabled in Phaser 3
* since the first version, but is now exposed under this property (and the corresponding game config
* `smoothStep` value), to allow you to easily disable it, should you require.
*
* @name Phaser.Core.TimeStep#smoothStep
* @type {boolean}
* @since 3.22.0
*/
this.smoothStep = GetValue(config, 'smoothStep', true);
},
/**
* Called by the Game instance when the DOM window.onBlur event triggers.
*
* @method Phaser.Core.TimeStep#blur
* @since 3.0.0
*/
blur: function ()
{
this.inFocus = false;
},
/**
* Called by the Game instance when the DOM window.onFocus event triggers.
*
* @method Phaser.Core.TimeStep#focus
* @since 3.0.0
*/
focus: function ()
{
this.inFocus = true;
this.resetDelta();
},
/**
* Called when the visibility API says the game is 'hidden' (tab switch out of view, etc)
*
* @method Phaser.Core.TimeStep#pause
* @since 3.0.0
*/
pause: function ()
{
this._pauseTime = window.performance.now();
},
/**
* Called when the visibility API says the game is 'visible' again (tab switch back into view, etc)
*
* @method Phaser.Core.TimeStep#resume
* @since 3.0.0
*/
resume: function ()
{
this.resetDelta();
this.startTime += this.time - this._pauseTime;
},
/**
* Resets the time, lastTime, fps averages and delta history.
* Called automatically when a browser sleeps them resumes.
*
* @method Phaser.Core.TimeStep#resetDelta
* @since 3.0.0
*/
resetDelta: function ()
{
var now = window.performance.now();
this.time = now;
this.lastTime = now;
this.nextFpsUpdate = now + 1000;
this.framesThisSecond = 0;
// Pre-populate smoothing array
for (var i = 0; i < this.deltaSmoothingMax; i++)
{
this.deltaHistory[i] = Math.min(this._target, this.deltaHistory[i]);
}
this.delta = 0;
this.deltaIndex = 0;
this._coolDown = this.panicMax;
},
/**
* Starts the Time Step running, if it is not already doing so.
* Called automatically by the Game Boot process.
*
* @method Phaser.Core.TimeStep#start
* @since 3.0.0
*
* @param {Phaser.Types.Core.TimeStepCallback} callback - The callback to be invoked each time the Time Step steps.
*/
start: function (callback)
{
if (this.started)
{
return this;
}
this.started = true;
this.running = true;
for (var i = 0; i < this.deltaSmoothingMax; i++)
{
this.deltaHistory[i] = this._target;
}
this.resetDelta();
this.startTime = window.performance.now();
this.callback = callback;
var step = (this.hasFpsLimit) ? this.stepLimitFPS.bind(this) : this.step.bind(this);
this.raf.start(step, this.forceSetTimeOut, this._target);
},
/**
* Takes the delta value and smooths it based on the previous frames.
*
* Called automatically as part of the step.
*
* @method Phaser.Core.TimeStep#smoothDelta
* @since 3.60.0
*
* @param {number} delta - The delta value for this step.
*
* @return {number} The smoothed delta value.
*/
smoothDelta: function (delta)
{
var idx = this.deltaIndex;
var history = this.deltaHistory;
var max = this.deltaSmoothingMax;
if (this._coolDown > 0 || !this.inFocus)
{
this._coolDown--;
delta = Math.min(delta, this._target);
}
if (delta > this._min)
{
// Probably super bad start time or browser tab context loss,
// so use the last 'sane' delta value
delta = history[idx];
// Clamp delta to min (in case history has become corrupted somehow)
delta = Math.min(delta, this._min);
}
// Smooth out the delta over the previous X frames
// add the delta to the smoothing array
history[idx] = delta;
// 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;
}
// Loop the history array, adding the delta values together
var avg = 0;
for (var i = 0; i < max; i++)
{
avg += history[i];
}
// Then divide by the array length to get the average delta
avg /= max;
return avg;
},
/**
* 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.
*
* Compute the new exponential moving average with an alpha of 0.25.
*
* @method Phaser.Core.TimeStep#updateFPS
* @since 3.60.0
*
* @param {number} time - The timestamp passed in from RequestAnimationFrame or setTimeout.
*/
updateFPS: function (time)
{
this.actualFps = 0.25 * this.framesThisSecond + 0.75 * this.actualFps;
this.nextFpsUpdate = time + 1000;
this.framesThisSecond = 0;
},
/**
* The main step method with an fps limiter. This is called each time the browser updates, either by Request Animation Frame,
* or by Set Timeout. It is responsible for calculating the delta values, frame totals, cool down history and more.
* You generally should never call this method directly.
*
* @method Phaser.Core.TimeStep#stepLimitFPS
* @since 3.60.0
*
* @param {number} time - The timestamp passed in from RequestAnimationFrame or setTimeout.
*/
stepLimitFPS: function (time)
{
this.now = time;
// delta time (time is in ms)
// Math.max because Chrome will sometimes give negative deltas
var delta = Math.max(0, time - this.lastTime);
this.rawDelta = delta;
// Real-world timer advance
this.time += this.rawDelta;
if (this.smoothStep)
{
delta = this.smoothDelta(delta);
}
// Set as the world delta value (after smoothing, if applied)
this.delta += delta;
if (time >= this.nextFpsUpdate)
{
this.updateFPS(time);
}
this.framesThisSecond++;
if (this.delta >= this._limitRate)
{
this.callback(time, this.delta);
this.delta = 0;
}
// Shift time value over
this.lastTime = time;
this.frame++;
},
/**
* The main step method. This is called each time the browser updates, either by Request Animation Frame,
* or by Set Timeout. It is responsible for calculating the delta values, frame totals, cool down history and more.
* You generally should never call this method directly.
*
* @method Phaser.Core.TimeStep#step
* @since 3.0.0
*
* @param {number} time - The timestamp passed in from RequestAnimationFrame or setTimeout.
*/
step: function (time)
{
this.now = time;
// delta time (time is in ms)
// Math.max because Chrome will sometimes give negative deltas
var delta = Math.max(0, time - this.lastTime);
this.rawDelta = delta;
// Real-world timer advance
this.time += this.rawDelta;
if (this.smoothStep)
{
delta = this.smoothDelta(delta);
}
// Set as the world delta value (after smoothing, if applied)
this.delta = delta;
if (time >= this.nextFpsUpdate)
{
this.updateFPS(time);
}
this.framesThisSecond++;
this.callback(time, delta);
// Shift time value over
this.lastTime = time;
this.frame++;
},
/**
* Manually calls `TimeStep.step`.
*
* @method Phaser.Core.TimeStep#tick
* @since 3.0.0
*/
tick: function ()
{
var now = window.performance.now();
if (this.hasFpsLimit)
{
this.stepLimitFPS(now);
}
else
{
this.step(now);
}
},
/**
* Sends the TimeStep to sleep, stopping Request Animation Frame (or SetTimeout) and toggling the `running` flag to false.
*
* @method Phaser.Core.TimeStep#sleep
* @since 3.0.0
*/
sleep: function ()
{
if (this.running)
{
this.raf.stop();
this.running = false;
}
},
/**
* Wakes-up the TimeStep, restarting Request Animation Frame (or SetTimeout) and toggling the `running` flag to true.
* The `seamless` argument controls if the wake-up should adjust the start time or not.
*
* @method Phaser.Core.TimeStep#wake
* @since 3.0.0
*
* @param {boolean} [seamless=false] - Adjust the startTime based on the lastTime values.
*/
wake: function (seamless)
{
if (seamless === undefined) { seamless = false; }
var now = window.performance.now();
if (this.running)
{
return;
}
else if (seamless)
{
this.startTime += -this.lastTime + (this.lastTime + now);
}
var step = (this.hasFpsLimit) ? this.stepLimitFPS.bind(this) : this.step.bind(this);
this.raf.start(step, this.forceSetTimeOut, this._target);
this.running = true;
this.nextFpsUpdate = now + 1000;
this.framesThisSecond = 0;
this.fpsLimitTriggered = false;
this.tick();
},
/**
* Gets the duration which the game has been running, in seconds.
*
* @method Phaser.Core.TimeStep#getDuration
* @since 3.17.0
*
* @return {number} The duration in seconds.
*/
getDuration: function ()
{
return Math.round(this.lastTime - this.startTime) / 1000;
},
/**
* Gets the duration which the game has been running, in ms.
*
* @method Phaser.Core.TimeStep#getDurationMS
* @since 3.17.0
*
* @return {number} The duration in ms.
*/
getDurationMS: function ()
{
return Math.round(this.lastTime - this.startTime);
},
/**
* Stops the TimeStep running.
*
* @method Phaser.Core.TimeStep#stop
* @since 3.0.0
*
* @return {this} The TimeStep object.
*/
stop: function ()
{
this.running = false;
this.started = false;
this.raf.stop();
return this;
},
/**
* Destroys the TimeStep. This will stop Request Animation Frame, stop the step, clear the callbacks and null
* any objects.
*
* @method Phaser.Core.TimeStep#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.stop();
this.raf.destroy();
this.raf = null;
this.game = null;
this.callback = null;
}
});
module.exports = TimeStep;