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