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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* This is the core internal game clock.
* It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens.
*
* @class Phaser.Time
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
Phaser.Time = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {number} time - This always contains the Date.now value.
* @protected
*/
this.time = 0;
/**
* @property {number} prevTime - The time the previous update occurred.
* @protected
*/
this.prevTime = 0;
/**
* @property {number} now - The high resolution RAF timer value (if RAF is available) or Date.now if using setTimeout.
* @protected
*/
this.now = 0;
/**
* @property {number} elapsed - Elapsed time since the last frame. In ms if running under setTimeout or an integer if using RAF.
* @see Phaser.Time.time
* @protected
*/
this.elapsed = 0;
/**
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
* @protected
*/
this.pausedTime = 0;
/**
* @property {number} desiredFps - The desired frame rate of your game.
* @default
*/
this.desiredFps = 60;
/**
* @property {number} suggestedFps = The suggested frame rate for your game, based on an averaged real frame rate.
* NOTE: Not available until after a few frames have passed, it is recommended to use this after a few seconds (eg. after the menus)
* @default
*/
this.suggestedFps = null;
/**
* @property {number} slowMotion = 1.0 - Scaling factor to make the game move smoothly in slow motion (1.0 = normal speed, 2.0 = half speed)
* @default
*/
this.slowMotion = 1.0;
/**
* @property {boolean} advancedTiming - If true Phaser.Time will perform advanced profiling including the fps rate, fps min/max and msMin and msMax.
* @default
*/
this.advancedTiming = false;
/**
* @property {number} fps - Frames per second. Only calculated if Time.advancedTiming is true.
* @protected
*/
this.fps = 0;
/**
* @property {number} fpsMin - The lowest rate the fps has dropped to. Only calculated if Time.advancedTiming is true.
*/
this.fpsMin = 1000;
/**
* @property {number} fpsMax - The highest rate the fps has reached (usually no higher than 60fps). Only calculated if Time.advancedTiming is true.
*/
this.fpsMax = 0;
/**
* @property {number} msMin - The minimum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.
* @default
*/
this.msMin = 1000;
/**
* @property {number} msMax - The maximum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.
*/
this.msMax = 0;
/**
* @property {number} physicsElapsed - The physics motion value as used by Arcade Physics. Equivalent to 1.0 / Time.desiredFps.
*/
this.physicsElapsed = 0;
/**
* @property {number} deltaCap - If you need to cap the delta timer, set the value here. For 60fps the delta should be 0.016, so try variances just above this.
* @deprecated No longer used internally
*/
this.deltaCap = 0;
/**
* @property {number} timeCap - If the difference in time between two frame updates exceeds this value in ms, the frame time is reset to avoid huge elapsed counts.
* @deprecated This no longer has any effect since the change to fixed-time stepping in game.update
*/
this.timeCap = 1000 / 60;
/**
* @property {number} frames - The number of frames record in the last second. Only calculated if Time.advancedTiming is true.
*/
this.frames = 0;
/**
* @property {number} pauseDuration - Records how long the game was paused for in miliseconds.
*/
this.pauseDuration = 0;
/**
* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
*/
this.timeToCall = 0;
/**
* @property {number} timeExpected - The time when the next call is expected when using setTimer to control the update loop
*/
this.timeExpected = 0;
/**
* @property {Phaser.Timer} events - This is a Phaser.Timer object bound to the master clock to which you can add timed events.
*/
this.events = new Phaser.Timer(this.game, false);
/**
* @property {number} _frameCount - count the number of calls to time.update since the last suggestedFps was calculated
* @private
*/
this._frameCount = 0;
/**
* @property {number} _elapsedAcumulator - sum of the elapsed time since the last suggestedFps was calculated
* @private
*/
this._elapsedAccumulator = 0;
/**
* @property {number} _started - The time at which the Game instance started.
* @private
*/
this._started = 0;
/**
* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
* @private
*/
this._timeLastSecond = 0;
/**
* @property {number} _pauseStarted - The time the game started being paused.
* @private
*/
this._pauseStarted = 0;
/**
* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
* @private
*/
this._justResumed = false;
/**
* @property {array} _timers - Internal store of Phaser.Timer objects.
* @private
*/
this._timers = [];
/**
* @property {number} _len - Temp. array length variable.
* @private
*/
this._len = 0;
/**
* @property {number} _i - Temp. array counter variable.
* @private
*/
this._i = 0;
};
Phaser.Time.prototype = {
/**
* Called automatically by Phaser.Game after boot. Should not be called directly.
*
* @method Phaser.Time#boot
* @protected
*/
boot: function () {
this._started = Date.now();
this.events.start();
},
/**
* Adds an existing Phaser.Timer object to the Timer pool.
*
* @method Phaser.Time#add
* @param {Phaser.Timer} timer - An existing Phaser.Timer object.
* @return {Phaser.Timer} The given Phaser.Timer object.
*/
add: function (timer) {
this._timers.push(timer);
return timer;
},
/**
* Creates a new stand-alone Phaser.Timer object.
*
* @method Phaser.Time#create
* @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. Also clears all Timers from the Time.events timer.
*
* @method Phaser.Time#removeAll
*/
removeAll: function () {
for (var i = 0; i < this._timers.length; i++)
{
this._timers[i].destroy();
}
this._timers = [];
this.events.removeAll();
},
/**
* Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
*
* @method Phaser.Time#update
* @protected
* @param {number} time - The current timestamp.
*/
update: function (time) {
// this.time always holds Date.now, this.now may hold the RAF high resolution time value if RAF is available (otherwise it also holds Date.now)
this.time = Date.now();
// 'now' is currently still holding the time of the last call, move it into prevTime
this.prevTime = this.now;
// update 'now' to hold the current time
this.now = time;
// elapsed time between previous call and now
this.elapsed = this.now - this.prevTime;
// time to call this function again in ms in case we're using timers instead of RequestAnimationFrame to update the game
this.timeToCall = Math.floor(Math.max(0, (1000.0 / this.desiredFps) - (this.timeCallExpected - time)));
// time when the next call is expected if using timers
this.timeCallExpected = time + this.timeToCall;
// count the number of time.update calls
this._frameCount++;
this._elapsedAccumulator += this.elapsed;
// occasionally recalculate the suggestedFps based on the accumulated elapsed time
if (this._frameCount >= this.desiredFps * 2)
{
// this formula calculates suggestedFps in multiples of 5 fps
this.suggestedFps = Math.floor(200 / (this._elapsedAccumulator / this._frameCount)) * 5;
this._frameCount = 0;
this._elapsedAccumulator = 0;
}
// Set the physics elapsed time... this will always be 1 / this.desiredFps because we're using fixed time steps in game.update now
this.physicsElapsed = 1 / this.desiredFps;
if (this.advancedTiming)
{
this.msMin = Math.min(this.msMin, this.elapsed);
this.msMax = 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 = Math.min(this.fpsMin, this.fps);
this.fpsMax = Math.max(this.fpsMax, this.fps);
this._timeLastSecond = this.now;
this.frames = 0;
}
}
// Paused but still running?
if (!this.game.paused)
{
// Our internal Phaser.Timer
this.events.update(this.time);
// Any game level timers
this._i = 0;
this._len = this._timers.length;
while (this._i < this._len)
{
if (this._timers[this._i].update(this.time))
{
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 = Date.now();
this.events.pause();
var i = this._timers.length;
while (i--)
{
this._timers[i]._pause();
}
},
/**
* Called when the game resumes from a paused state.
*
* @method Phaser.Time#gameResumed
* @private
*/
gameResumed: function () {
// Set the parameter which stores Date.now() to make sure it's correct on resume
this.time = Date.now();
this.pauseDuration = this.time - this._pauseStarted;
this.events.resume();
var i = this._timers.length;
while (i--)
{
this._timers[i]._resume();
}
},
/**
* The number of seconds that have elapsed since the game was started.
*
* @method Phaser.Time#totalElapsedSeconds
* @return {number} The number of seconds that have elapsed since the game was started.
*/
totalElapsedSeconds: function() {
return (this.time - 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.time - 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.time - since) * 0.001;
},
/**
* Resets the private _started value to now and removes all currently running Timers.
*
* @method Phaser.Time#reset
*/
reset: function () {
this._started = this.now;
this.removeAll();
}
};
Phaser.Time.prototype.constructor = Phaser.Time;