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