mirror of
https://github.com/wassname/phaser.git
synced 2026-08-17 11:23:42 +08:00
The entire Phaser library has been updated to match the new JSHint configuration.
This commit is contained in:
+19
-53
@@ -20,124 +20,91 @@ Phaser.Time = function (game) {
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* The time at which the Game instance started.
|
||||
* @property {number} _started
|
||||
* @property {number} _started - The time at which the Game instance started.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._started = 0;
|
||||
|
||||
/**
|
||||
* The time (in ms) that the last second counter ticked over.
|
||||
* @property {number} _timeLastSecond
|
||||
* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._timeLastSecond = 0;
|
||||
|
||||
/**
|
||||
* The time the game started being paused.
|
||||
* @property {number} _pauseStarted
|
||||
* @property {number} _pauseStarted - The time the game started being paused.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._pauseStarted = 0;
|
||||
|
||||
/**
|
||||
* The elapsed time calculated for the physics motion updates.
|
||||
* @property {number} physicsElapsed
|
||||
* @default
|
||||
* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates.
|
||||
*/
|
||||
this.physicsElapsed = 0;
|
||||
|
||||
/**
|
||||
* Game time counter.
|
||||
* @property {number} time
|
||||
* @default
|
||||
* @property {number} time - Game time counter.
|
||||
*/
|
||||
this.time = 0;
|
||||
|
||||
/**
|
||||
* Records how long the game has been paused for. Is reset each time the game pauses.
|
||||
* @property {number} pausedTime
|
||||
* @default
|
||||
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
|
||||
*/
|
||||
this.pausedTime = 0;
|
||||
|
||||
/**
|
||||
* The time right now.
|
||||
* @property {number} now
|
||||
* @default
|
||||
* @property {number} now - The time right now.
|
||||
*/
|
||||
this.now = 0;
|
||||
|
||||
/**
|
||||
* Elapsed time since the last frame.
|
||||
* @property {number} elapsed
|
||||
* @default
|
||||
* @property {number} elapsed - Elapsed time since the last frame.
|
||||
*/
|
||||
this.elapsed = 0;
|
||||
|
||||
/**
|
||||
* Frames per second.
|
||||
* @property {number} fps
|
||||
* @default
|
||||
* @property {number} fps - Frames per second.
|
||||
*/
|
||||
this.fps = 0;
|
||||
|
||||
/**
|
||||
* The lowest rate the fps has dropped to.
|
||||
* @property {number} fpsMin
|
||||
* @default
|
||||
* @property {number} fpsMin - The lowest rate the fps has dropped to.
|
||||
*/
|
||||
this.fpsMin = 1000;
|
||||
|
||||
/**
|
||||
* The highest rate the fps has reached (usually no higher than 60fps).
|
||||
* @property {number} fpsMax
|
||||
* @default
|
||||
* @property {number} fpsMax - The highest rate the fps has reached (usually no higher than 60fps).
|
||||
*/
|
||||
this.fpsMax = 0;
|
||||
|
||||
/**
|
||||
* The minimum amount of time the game has taken between two frames.
|
||||
* @property {number} msMin
|
||||
* @property {number} msMin - The minimum amount of time the game has taken between two frames.
|
||||
* @default
|
||||
*/
|
||||
this.msMin = 1000;
|
||||
|
||||
/**
|
||||
* The maximum amount of time the game has taken between two frames.
|
||||
* @property {number} msMax
|
||||
* @default
|
||||
* @property {number} msMax - The maximum amount of time the game has taken between two frames.
|
||||
*/
|
||||
this.msMax = 0;
|
||||
|
||||
/**
|
||||
* The number of frames record in the last second.
|
||||
* @property {number} frames
|
||||
* @default
|
||||
* @property {number} frames - The number of frames record in the last second.
|
||||
*/
|
||||
this.frames = 0;
|
||||
|
||||
/**
|
||||
* Records how long the game was paused for in miliseconds.
|
||||
* @property {number} pauseDuration
|
||||
* @default
|
||||
* @property {number} pauseDuration - Records how long the game was paused for in miliseconds.
|
||||
*/
|
||||
this.pauseDuration = 0;
|
||||
|
||||
/**
|
||||
* The value that setTimeout needs to work out when to next update
|
||||
* @property {number} timeToCall
|
||||
* @default
|
||||
* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
|
||||
*/
|
||||
this.timeToCall = 0;
|
||||
|
||||
/**
|
||||
* Internal value used by timeToCall as part of the setTimeout loop
|
||||
* @property {number} lastTime
|
||||
* @default
|
||||
* @property {number} lastTime - Internal value used by timeToCall as part of the setTimeout loop
|
||||
*/
|
||||
this.lastTime = 0;
|
||||
|
||||
@@ -146,9 +113,8 @@ Phaser.Time = function (game) {
|
||||
this.game.onResume.add(this.gameResumed, this);
|
||||
|
||||
/**
|
||||
* Internal value used to recover from the game pause state.
|
||||
* @property {boolean} _justResumed
|
||||
* @default
|
||||
* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
|
||||
* @private
|
||||
*/
|
||||
this._justResumed = false;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user