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yuidoc scripts added. Tidied up the Docs folder. Added back in the Emitter and fixed the Tests that weren't compiling.
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+81
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@@ -1,84 +1,119 @@
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - TimeManager
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*
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* This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion.
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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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* Time constructor
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* Create a new <code>Time</code>.
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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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* @param game {Phaser.Game} Current game instance.
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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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* Elapsed since last frame.
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* @type {number}
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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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this.elapsed = 0;
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/**
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* Game time counter.
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* @property time
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* @type {number}
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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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* How long the game has been paused for. Gets reset each time the game pauses.
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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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* @type {number}
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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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* Time of current frame.
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* The time right now.
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* @property now
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* @type {number}
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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 last frame.
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* Elapsed time since the last frame.
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* @property delta
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* @type {number}
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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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* @type {number}
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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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* Minimal fps.
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* @type {number}
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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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* Maximal fps.
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* @type {number}
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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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* Minimum duration between 2 frames.
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* @type {number}
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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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* Maximum duration between 2 frames.
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* @type {number}
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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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* How many frames in last second.
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* @type {number}
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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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* Time of last second.
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* @type {number}
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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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@@ -91,7 +126,7 @@ var Phaser;
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}
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Object.defineProperty(TimeManager.prototype, "totalElapsedSeconds", {
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get: /**
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*
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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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@@ -106,7 +141,7 @@ var Phaser;
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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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* @param {Number} raf The current timestamp, either performance.now or Date.now
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*/
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TimeManager.prototype.update = function (raf) {
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this.now = raf;
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@@ -133,20 +168,30 @@ var Phaser;
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}
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};
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/**
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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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TimeManager.prototype.gamePaused = function () {
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this._pauseStarted = this.now;
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};
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/**
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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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TimeManager.prototype.gameResumed = function () {
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// Level out the delta timer to avoid spikes
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this.pauseDuration = this.pausedTime;
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};
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/**
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* How long has passed since given time.
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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.
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* @return {number} Duration between given time and now.
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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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TimeManager.prototype.elapsedSince = function (since) {
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return this.now - since;
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@@ -155,15 +200,15 @@ var Phaser;
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/**
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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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* @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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TimeManager.prototype.elapsedSecondsSince = function (since) {
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return (this.now - since) * 0.001;
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};
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/**
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* Set the start time to now.
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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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TimeManager.prototype.reset = function () {
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