phaser/todo/TS Source/time/TimeManager.js
2013-09-13 16:16:48 +01:00

221 lines
7.3 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
var Phaser;
(function (Phaser) {
var TimeManager = (function () {
/**
* This is the core internal game clock. It manages the elapsed time and calculation of delta values,
* used for game object motion and tweens.
*
* @class TimeManager
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
function TimeManager(game) {
/**
* Number of milliseconds elapsed since the last frame update.
* @property elapsed
* @public
* @type {Number}
*/
//public elapsed: number = 0;
/**
* The elapsed time calculated for the physics motion updates.
* @property physicsElapsed
* @public
* @type {Number}
*/
this.physicsElapsed = 0;
/**
* Game time counter.
* @property time
* @public
* @type {Number}
*/
this.time = 0;
/**
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property pausedTime
* @public
* @type {Number}
*/
this.pausedTime = 0;
/**
* The time right now.
* @property now
* @public
* @type {Number}
*/
this.now = 0;
/**
* Elapsed time since the last frame.
* @property delta
* @public
* @type {Number}
*/
this.delta = 0;
/**
* Frames per second.
* @property fps
* @public
* @type {Number}
*/
this.fps = 0;
/**
* The lowest rate the fps has dropped to.
* @property fpsMin
* @public
* @type {Number}
*/
this.fpsMin = 1000;
/**
* The highest rate the fps has reached (usually no higher than 60fps).
* @property fpsMax
* @public
* @type {Number}
*/
this.fpsMax = 0;
/**
* The minimum amount of time the game has taken between two frames.
* @property msMin
* @public
* @type {Number}
*/
this.msMin = 1000;
/**
* The maximum amount of time the game has taken between two frames.
* @property msMax
* @public
* @type {Number}
*/
this.msMax = 0;
/**
* The number of frames record in the last second.
* @property frames
* @public
* @type {Number}
*/
this.frames = 0;
/**
* The time (in ms) that the last second counter ticked over.
* @property _timeLastSecond
* @private
* @type {Number}
*/
this._timeLastSecond = 0;
/**
* Records how long the game was paused for in miliseconds.
* @property pauseDuration
* @public
* @type {Number}
*/
this.pauseDuration = 0;
/**
* The time the game started being paused.
* @property _pauseStarted
* @private
* @type {Number}
*/
this._pauseStarted = 0;
this.game = game;
this._started = 0;
this._timeLastSecond = this._started;
this.time = this._started;
this.game.onPause.add(this.gamePaused, this);
this.game.onResume.add(this.gameResumed, this);
}
Object.defineProperty(TimeManager.prototype, "totalElapsedSeconds", {
get: /**
* The number of seconds that have elapsed since the game was started.
* @method totalElapsedSeconds
* @return {Number}
*/
function () {
return (this.now - this._started) * 0.001;
},
enumerable: true,
configurable: true
});
TimeManager.prototype.update = /**
* Update clock and calculate the fps.
* This is called automatically by Game._raf
* @method update
* @param {Number} raf The current timestamp, either performance.now or Date.now
*/
function (raf) {
this.now = raf// mark
;
this.delta = this.now - this.time// elapsedMS
;
this.msMin = Math.min(this.msMin, this.delta);
this.msMax = Math.max(this.msMax, this.delta);
this.frames++;
if(this.now > this._timeLastSecond + 1000) {
this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
this.fpsMin = Math.min(this.fpsMin, this.fps);
this.fpsMax = Math.max(this.fpsMax, this.fps);
this._timeLastSecond = this.now;
this.frames = 0;
}
this.time = this.now// _total
;
this.physicsElapsed = 1.0 * (this.delta / 1000);
// Paused?
if(this.game.paused) {
this.pausedTime = this.now - this._pauseStarted;
}
};
TimeManager.prototype.gamePaused = /**
* Called when the game enters a paused state.
* @method gamePaused
* @private
*/
function () {
this._pauseStarted = this.now;
};
TimeManager.prototype.gameResumed = /**
* Called when the game resumes from a paused state.
* @method gameResumed
* @private
*/
function () {
// Level out the delta timer to avoid spikes
this.delta = 0;
this.physicsElapsed = 0;
this.time = Date.now();
this.pauseDuration = this.pausedTime;
};
TimeManager.prototype.elapsedSince = /**
* How long has passed since the given time.
* @method elapsedSince
* @param {Number} since The time you want to measure against.
* @return {Number} The difference between the given time and now.
*/
function (since) {
return this.now - since;
};
TimeManager.prototype.elapsedSecondsSince = /**
* How long has passed since the given time (in seconds).
* @method elapsedSecondsSince
* @param {Number} since The time you want to measure (in seconds).
* @return {Number} Duration between given time and now (in seconds).
*/
function (since) {
return (this.now - since) * 0.001;
};
TimeManager.prototype.reset = /**
* Resets the private _started value to now.
* @method reset
*/
function () {
this._started = this.now;
};
return TimeManager;
})();
Phaser.TimeManager = TimeManager;
})(Phaser || (Phaser = {}));