mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
221 lines
No EOL
5.2 KiB
TypeScript
221 lines
No EOL
5.2 KiB
TypeScript
/// <reference path="../Game.ts" />
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/**
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* Phaser - TimeManager
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*
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* This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion.
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*/
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module Phaser {
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export class TimeManager {
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/**
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* Time constructor
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* Create a new <code>Time</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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*/
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constructor(game: Game) {
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this.game = game;
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this._started = 0;
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this._timeLastSecond = this._started;
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this.time = this._started;
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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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/**
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* Local reference to game.
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*/
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public game: Game;
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/**
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* Time when this object created.
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* @param {number}
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*/
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private _started: number;
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/**
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* Time scale factor.
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* Set it to 0.5 for slow motion, to 2.0 makes game twice faster.
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* @type {number}
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*/
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//public timeScale: number = 1.0;
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/**
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* Elapsed since last frame.
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* @type {number}
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*/
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public elapsed: number = 0;
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/**
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* Game time counter.
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* @property time
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* @type {number}
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*/
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public time: number = 0;
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/**
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* How long the game has been paused for. Gets reset each time the game pauses.
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* @property pausedTime
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* @type {number}
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*/
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public pausedTime: number = 0;
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/**
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* Time of current frame.
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* @property now
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* @type {number}
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*/
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public now: number = 0;
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/**
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* Elapsed time since last frame.
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* @property delta
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* @type {number}
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*/
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public delta: number = 0;
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/**
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*
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* @method totalElapsedSeconds
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* @return {Number}
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*/
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public get totalElapsedSeconds(): number {
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return (this.now - this._started) * 0.001;
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}
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/**
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* Frames per second.
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* @type {number}
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*/
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public fps: number = 0;
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/**
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* Minimal fps.
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* @type {number}
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*/
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public fpsMin: number = 1000;
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/**
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* Maximal fps.
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* @type {number}
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*/
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public fpsMax: number = 0;
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/**
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* Minimum duration between 2 frames.
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* @type {number}
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*/
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public msMin: number = 1000;
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/**
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* Maximum duration between 2 frames.
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* @type {number}
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*/
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public msMax: number = 0;
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/**
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* How many frames in last second.
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* @type {number}
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*/
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public frames: number = 0;
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/**
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* Time of last second.
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* @type {number}
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*/
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private _timeLastSecond: number = 0;
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/**
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* Update clock and calculate the fps.
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* This is called automatically by Game._raf
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* @method update
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* @param {number} raf The current timestamp, either performance.now or Date.now
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*/
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public update(raf: number) {
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this.now = raf; // mark
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this.delta = this.now - this.time; // elapsedMS
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this.msMin = Math.min(this.msMin, this.delta);
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this.msMax = Math.max(this.msMax, this.delta);
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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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this.time = this.now; // _total
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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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private gamePaused() {
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this._pauseStarted = this.now;
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}
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private gameResumed() {
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// Level out the delta timer to avoid spikes
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this.pauseDuration = this.pausedTime;
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}
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public pauseDuration: number = 0;
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private _pauseStarted: number = 0;
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/**
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* How long has passed since given time.
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* @method elapsedSince
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* @param {number} since The time you want to measure.
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* @return {number} Duration between given time and now.
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*/
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public elapsedSince(since: number): number {
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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 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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public elapsedSecondsSince(since: number): number {
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return (this.now - since) * 0.001;
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}
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/**
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* Set the start time to now.
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* @method reset
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*/
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public reset() {
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this._started = this.now;
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}
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}
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} |