Adding docs.

This commit is contained in:
Richard Davey
2013-10-01 15:01:46 +01:00
parent fa15f8015d
commit 305b12d76b
64 changed files with 6268 additions and 2682 deletions
+52 -62
View File
@@ -1,160 +1,145 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Time
*/
/**
* This is the core internal game clock. It manages the elapsed time and calculation of elapsed values,
* used for game object motion and tweens.
* Time constructor.
*
* @class Time
* @class Phaser.Time
* @classdesc This is the core internal game clock. It manages the elapsed time and calculation of elapsed values,
* used for game object motion and tweens.
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
Phaser.Time = function (game) {
/**
* A reference to the currently running Game.
* @property game
* @type {Phaser.Game}
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* The time at which the Game instance started.
* @property _started
* @property {number} _started
* @private
* @type {Number}
* @default
*/
this._started = 0;
/**
* The time (in ms) that the last second counter ticked over.
* @property _timeLastSecond
* @property {number} _timeLastSecond
* @private
* @type {Number}
* @default
*/
this._timeLastSecond = 0;
/**
* The time the game started being paused.
* @property _pauseStarted
* @property {number} _pauseStarted
* @private
* @type {Number}
* @default
*/
this._pauseStarted = 0;
/**
* The elapsed time calculated for the physics motion updates.
* @property physicsElapsed
* @public
* @type {Number}
* @property {number} physicsElapsed
* @default
*/
this.physicsElapsed = 0;
/**
* Game time counter.
* @property time
* @public
* @type {Number}
* @property {number} time
* @default
*/
this.time = 0;
/**
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property pausedTime
* @public
* @type {Number}
* @property {number} pausedTime
* @default
*/
this.pausedTime = 0;
/**
* The time right now.
* @property now
* @public
* @type {Number}
* @property {number} now
* @default
*/
this.now = 0;
/**
* Elapsed time since the last frame.
* @property elapsed
* @public
* @type {Number}
* @property {number} elapsed
* @default
*/
this.elapsed = 0;
/**
* Frames per second.
* @property fps
* @public
* @type {Number}
* @property {number} fps
* @default
*/
this.fps = 0;
/**
* The lowest rate the fps has dropped to.
* @property fpsMin
* @public
* @type {Number}
* @property {number} fpsMin
* @default
*/
this.fpsMin = 1000;
/**
* The highest rate the fps has reached (usually no higher than 60fps).
* @property fpsMax
* @public
* @type {Number}
* @property {number} fpsMax
* @default
*/
this.fpsMax = 0;
/**
* The minimum amount of time the game has taken between two frames.
* @property msMin
* @public
* @type {Number}
* @property {number} msMin
* @default
*/
this.msMin = 1000;
/**
* The maximum amount of time the game has taken between two frames.
* @property msMax
* @public
* @type {Number}
* @property {number} msMax
* @default
*/
this.msMax = 0;
/**
* The number of frames record in the last second.
* @property frames
* @public
* @type {Number}
* @property {number} frames
* @default
*/
this.frames = 0;
/**
* Records how long the game was paused for in miliseconds.
* @property pauseDuration
* @public
* @type {Number}
* @property {number} pauseDuration
* @default
*/
this.pauseDuration = 0;
/**
* The value that setTimeout needs to work out when to next update
* @property timeToCall
* @public
* @type {Number}
* @property {number} timeToCall
* @default
*/
this.timeToCall = 0;
/**
* Internal value used by timeToCall as part of the setTimeout loop
* @property lastTime
* @public
* @type {Number}
* @property {number} lastTime
* @default
*/
this.lastTime = 0;
@@ -162,6 +147,11 @@ Phaser.Time = function (game) {
this.game.onPause.add(this.gamePaused, this);
this.game.onResume.add(this.gameResumed, this);
/**
* Description.
* @property {bool} _justResumed
* @default
*/
this._justResumed = false;
};
@@ -171,7 +161,7 @@ Phaser.Time.prototype = {
/**
* The number of seconds that have elapsed since the game was started.
* @method totalElapsedSeconds
* @return {Number}
* @return {number}
*/
totalElapsedSeconds: function() {
return (this.now - this._started) * 0.001;
@@ -179,9 +169,9 @@ Phaser.Time.prototype = {
/**
* Updates the game clock and calculate the fps.
* This is called automatically by Phaser.Game
* This is called automatically by Phaser.Game.
* @method update
* @param {Number} time The current timestamp, either performance.now or Date.now depending on the browser
* @param {number} time - The current timestamp, either performance.now or Date.now depending on the browser.
*/
update: function (time) {
@@ -251,8 +241,8 @@ Phaser.Time.prototype = {
/**
* 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.
* @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.now - since;
@@ -261,8 +251,8 @@ Phaser.Time.prototype = {
/**
* 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).
* @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.now - since) * 0.001;