mirror of
https://github.com/photonstorm/phaser
synced 2024-11-25 06:00:41 +00:00
0641170aab
Added TimerEvent.pendingDelete and checks in Timer.update, so that removing an event in a callback no longer throws an exception (thanks georgiee) Fixed TypeScript defs on lines 1741-1748 (thanks wombatbuddy) Added SAT.js to TypeScript definition. Now compiles properly. Added missing Line.js to the Grunt file. Tilemap#paste diffX and diffY equations changed, fixed issue #393 (thanks brejep) Added missing return value in Body.hitLeft and hitRight, fixes issue #398 (thanks ram64). Fixed easing tween example case. Issue #379 (thanks wesleywerner) Removed SAT.js UMD wrapped, fixes issue #361 (thanks luizbills) Removed inContact check from Body.separate. Fixed Tilemap docs (wrongly pointed to Tileset methods)
840 lines
19 KiB
HTML
840 lines
19 KiB
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 2014 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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* @property {number} time - Game time counter. If you need a value for in-game calculation please use Phaser.Time.now instead.
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* @protected
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*/
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this.time = 0;
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/**
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* @property {number} now - The time right 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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* @property {number} elapsed - Elapsed time since the last frame (in ms).
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* @protected
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*/
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this.elapsed = 0;
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/**
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* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
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* @protected
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*/
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this.pausedTime = 0;
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/**
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* @property {number} fps - Frames per second.
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* @protected
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*/
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this.fps = 0;
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/**
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* @property {number} fpsMin - The lowest rate the fps has dropped to.
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*/
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this.fpsMin = 1000;
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/**
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* @property {number} fpsMax - The highest rate the fps has reached (usually no higher than 60fps).
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*/
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this.fpsMax = 0;
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/**
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* @property {number} msMin - The minimum amount of time the game has taken between two frames.
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* @default
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*/
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this.msMin = 1000;
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/**
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* @property {number} msMax - The maximum amount of time the game has taken between two frames.
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*/
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this.msMax = 0;
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/**
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* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates.
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*/
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this.physicsElapsed = 0;
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/**
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* @property {number} frames - The number of frames record in the last second.
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*/
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this.frames = 0;
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/**
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* @property {number} pauseDuration - Records how long the game was paused for in miliseconds.
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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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*/
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this.timeToCall = 0;
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/**
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* @property {number} lastTime - Internal value used by timeToCall as part of the setTimeout loop
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*/
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this.lastTime = 0;
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/**
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* @property {Phaser.Timer} events - This is a Phaser.Timer object bound to the master clock to which you can add timed 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} _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 {array} _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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* @property {number} _len - Temp. array length variable.
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* @private
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*/
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this._len = 0;
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/**
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* @property {number} _i - Temp. array counter variable.
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* @private
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*/
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this._i = 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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Phaser.Time.prototype = {
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/**
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* @method Phaser.Time#boot
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*/
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boot: function () {
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this.events.start();
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},
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/**
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* Creates a new stand-alone Phaser.Timer object.
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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).
|
|
* @return {Phaser.Timer} The Timer object that was created.
|
|
*/
|
|
create: function (autoDestroy) {
|
|
|
|
if (typeof autoDestroy === 'undefined') { autoDestroy = true; }
|
|
|
|
var timer = new Phaser.Timer(this.game, autoDestroy);
|
|
|
|
this._timers.push(timer);
|
|
|
|
return timer;
|
|
|
|
},
|
|
|
|
/**
|
|
* Remove all Timer objects, regardless of their state.
|
|
* @method Phaser.Time#removeAll
|
|
*/
|
|
removeAll: function () {
|
|
|
|
for (var i = 0; i < this._timers.length; i++)
|
|
{
|
|
this._timers[i].destroy();
|
|
}
|
|
|
|
this._timers = [];
|
|
|
|
},
|
|
|
|
/**
|
|
* 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.events.resume();
|
|
|
|
for (var i = 0; i < this._timers.length; i++)
|
|
{
|
|
this._timers[i].resume();
|
|
}
|
|
}
|
|
|
|
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 > 0.05)
|
|
{
|
|
this.physicsElapsed = 0.05;
|
|
}
|
|
|
|
// Paused?
|
|
if (this.game.paused)
|
|
{
|
|
this.pausedTime = this.now - this._pauseStarted;
|
|
}
|
|
else
|
|
{
|
|
// Our internal Phaser.Timer
|
|
this.events.update(this.now);
|
|
|
|
// Any game level timers
|
|
this._i = 0;
|
|
this._len = this._timers.length;
|
|
|
|
while (this._i < this._len)
|
|
{
|
|
if (this._timers[this._i].update(this.now))
|
|
{
|
|
this._i++;
|
|
}
|
|
else
|
|
{
|
|
this._timers.splice(this._i, 1);
|
|
|
|
this._len--;
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the game enters a paused state.
|
|
* @method Phaser.Time#gamePaused
|
|
* @private
|
|
*/
|
|
gamePaused: function () {
|
|
|
|
this._pauseStarted = this.now;
|
|
|
|
this.events.pause();
|
|
|
|
for (var i = 0; i < this._timers.length; i++)
|
|
{
|
|
this._timers[i].pause();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* 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;
|
|
|
|
},
|
|
|
|
/**
|
|
* 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;
|
|
},
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Time.prototype.constructor = Phaser.Time;
|
|
</pre>
|
|
</article>
|
|
</section>
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<footer>
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<span class="copyright">
|
|
Phaser Copyright © 2012-2014 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 3.3.0-dev</a>
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on Wed Feb 12 2014 15:32:12 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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