1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Timer is a way to create small re-usable or disposable objects that do nothing but wait for a specific moment in time, and then dispatch an event.
* You can add as many events to a Timer as you like, each with their own delays. A Timer uses milliseconds as its unit of time. There are 1000 ms in 1 second.
* So if you want to fire an event every quarter of a second you'd need to set the delay to 250.
*
* @class Phaser.Timer
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
* @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).
*/
Phaser.Timer = function (game, autoDestroy) {
if (typeof autoDestroy === 'undefined') { autoDestroy = true; }
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {boolean} running - True if the Timer is actively running. Do not switch this boolean, if you wish to pause the timer then use Timer.pause() instead.
* @default
*/
this.running = false;
/**
* @property {boolean} autoDestroy - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
*/
this.autoDestroy = autoDestroy;
/**
* @property {boolean} expired - An expired Timer is one in which all of its events have been dispatched and none are pending.
* @readonly
* @default
*/
this.expired = false;
/**
* @property {number} elapsed - Elapsed time since the last frame (in ms).
* @protected
*/
this.elapsed = 0;
/**
* @property {array<Phaser.TimerEvent>} events - An array holding all of this timers Phaser.TimerEvent objects. Use the methods add, repeat and loop to populate it.
*/
this.events = [];
/**
* @property {Phaser.Signal} onComplete - This signal will be dispatched when this Timer has completed, meaning there are no more events in the queue.
*/
this.onComplete = new Phaser.Signal();
/**
* @property {number} nextTick - The time the next tick will occur.
* @readonly
* @protected
*/
this.nextTick = 0;
/**
* @property {number} timeCap - If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations.
*/
this.timeCap = 1000;
/**
* @property {boolean} paused - The paused state of the Timer. You can pause the timer by calling Timer.pause() and Timer.resume() or by the game pausing.
* @readonly
* @default
*/
this.paused = false;
/**
* @property {boolean} _codePaused - Was the Timer paused by code or by Game focus loss?
* @private
*/
this._codePaused = false;
/**
* @property {number} _started - The time at which this Timer instance started running.
* @private
* @default
*/
this._started = 0;
/**
* @property {number} _pauseStarted - The time the game started being paused.
* @private
*/
this._pauseStarted = 0;
/**
* @property {number} _pauseTotal - Total paused time.
* @private
*/
this._pauseTotal = 0;
/**
* @property {number} _now - The current start-time adjusted time.
* @private
*/
this._now = Date.now();
/**
* @property {number} _len - Temp. array length variable.
* @private
*/
this._len = 0;
/**
* @property {number} _marked - Temp. counter variable.
* @private
*/
this._marked = 0;
/**
* @property {number} _i - Temp. array counter variable.
* @private
*/
this._i = 0;
/**
* @property {number} _diff - Internal cache var.
* @private
*/
this._diff = 0;
/**
* @property {number} _newTick - Internal cache var.
* @private
*/
this._newTick = 0;
};
/**
* @constant
* @type {number}
*/
Phaser.Timer.MINUTE = 60000;
/**
* @constant
* @type {number}
*/
Phaser.Timer.SECOND = 1000;
/**
* @constant
* @type {number}
*/
Phaser.Timer.HALF = 500;
/**
* @constant
* @type {number}
*/
Phaser.Timer.QUARTER = 250;
Phaser.Timer.prototype = {
/**
* Creates a new TimerEvent on this Timer. Use the methods add, repeat or loop instead of this.
* @method Phaser.Timer#create
* @private
* @param {number} delay - The number of milliseconds that should elapse before the Timer will call the given callback. This value should be an integer, not a float. Math.round() is applied to it by this method.
* @param {boolean} loop - Should the event loop or not?
* @param {number} repeatCount - The number of times the event will repeat.
* @param {function} callback - The callback that will be called when the Timer event occurs.
* @param {object} callbackContext - The context in which the callback will be called.
* @param {array} arguments - The values to be sent to your callback function when it is called.
* @return {Phaser.TimerEvent} The Phaser.TimerEvent object that was created.
*/
create: function (delay, loop, repeatCount, callback, callbackContext, args) {
delay = Math.round(delay);
var tick = delay;
if (this._now === 0)
{
tick += this.game.time.now;
}
else
{
tick += this._now;
}
var event = new Phaser.TimerEvent(this, delay, tick, repeatCount, loop, callback, callbackContext, args);
this.events.push(event);
this.order();
this.expired = false;
return event;
},
/**
* Adds a new Event to this Timer. The event will fire after the given amount of 'delay' in milliseconds has passed, once the Timer has started running.
* Call Timer.start() once you have added all of the Events you require for this Timer. The delay is in relation to when the Timer starts, not the time it was added.
* If the Timer is already running the delay will be calculated based on the timers current time.
*
* @method Phaser.Timer#add
* @param {number} delay - The number of milliseconds that should elapse before the Timer will call the given callback.
* @param {function} callback - The callback that will be called when the Timer event occurs.
* @param {object} callbackContext - The context in which the callback will be called.
* @param {...*} arguments - The values to be sent to your callback function when it is called.
* @return {Phaser.TimerEvent} The Phaser.TimerEvent object that was created.
*/
add: function (delay, callback, callbackContext) {
return this.create(delay, false, 0, callback, callbackContext, Array.prototype.splice.call(arguments, 3));
},
/**
* Adds a new TimerEvent that will always play through once and then repeat for the given number of iterations.
* The event will fire after the given amount of 'delay' milliseconds has passed once the Timer has started running.
* Call Timer.start() once you have added all of the Events you require for this Timer. The delay is in relation to when the Timer starts, not the time it was added.
* If the Timer is already running the delay will be calculated based on the timers current time.
*
* @method Phaser.Timer#repeat
* @param {number} delay - The number of milliseconds that should elapse before the Timer will call the given callback.
* @param {number} repeatCount - The number of times the event will repeat once is has finished playback. A repeatCount of 1 means it will repeat itself once, playing the event twice in total.
* @param {function} callback - The callback that will be called when the Timer event occurs.
* @param {object} callbackContext - The context in which the callback will be called.
* @param {...*} arguments - The values to be sent to your callback function when it is called.
* @return {Phaser.TimerEvent} The Phaser.TimerEvent object that was created.
*/
repeat: function (delay, repeatCount, callback, callbackContext) {
return this.create(delay, false, repeatCount, callback, callbackContext, Array.prototype.splice.call(arguments, 4));
},
/**
* Adds a new looped Event to this Timer that will repeat forever or until the Timer is stopped.
* The event will fire after the given amount of 'delay' milliseconds has passed once the Timer has started running.
* Call Timer.start() once you have added all of the Events you require for this Timer. The delay is in relation to when the Timer starts, not the time it was added.
* If the Timer is already running the delay will be calculated based on the timers current time.
*
* @method Phaser.Timer#loop
* @param {number} delay - The number of milliseconds that should elapse before the Timer will call the given callback.
* @param {function} callback - The callback that will be called when the Timer event occurs.
* @param {object} callbackContext - The context in which the callback will be called.
* @param {...*} arguments - The values to be sent to your callback function when it is called.
* @return {Phaser.TimerEvent} The Phaser.TimerEvent object that was created.
*/
loop: function (delay, callback, callbackContext) {
return this.create(delay, true, 0, callback, callbackContext, Array.prototype.splice.call(arguments, 3));
},
/**
* Starts this Timer running.
* @method Phaser.Timer#start
* @param {number} [delay=0] - The number of milliseconds that should elapse before the Timer will start.
*/
start: function (delay) {
if (this.running)
{
return;
}
this._started = this.game.time.now + (delay || 0);
this.running = true;
for (var i = 0; i < this.events.length; i++)
{
this.events[i].tick = this.events[i].delay + this._started;
}
},
/**
* Stops this Timer from running. Does not cause it to be destroyed if autoDestroy is set to true.
* @method Phaser.Timer#stop
* @param {boolean} [clearEvents=true] - If true all the events in Timer will be cleared, otherwise they will remain.
*/
stop: function (clearEvents) {
this.running = false;
if (typeof clearEvents === 'undefined') { clearEvents = true; }
if (clearEvents)
{
this.events.length = 0;
}
},
/**
* Removes a pending TimerEvent from the queue.
* @param {Phaser.TimerEvent} event - The event to remove from the queue.
* @method Phaser.Timer#remove
*/
remove: function (event) {
for (var i = 0; i < this.events.length; i++)
{
if (this.events[i] === event)
{
this.events[i].pendingDelete = true;
return true;
}
}
return false;
},
/**
* Orders the events on this Timer so they are in tick order. This is called automatically when new events are created.
* @method Phaser.Timer#order
*/
order: function () {
if (this.events.length > 0)
{
// Sort the events so the one with the lowest tick is first
this.events.sort(this.sortHandler);
this.nextTick = this.events[0].tick;
}
},
/**
* Sort handler used by Phaser.Timer.order.
* @method Phaser.Timer#sortHandler
* @protected
*/
sortHandler: function (a, b) {
if (a.tick < b.tick)
{
return -1;
}
else if (a.tick > b.tick)
{
return 1;
}
return 0;
},
/**
* Clears any events from the Timer which have pendingDelete set to true and then resets the private _len and _i values.
*
* @method Phaser.Timer#clearPendingEvents
*/
clearPendingEvents: function () {
this._i = this.events.length;
while (this._i--)
{
if (this.events[this._i].pendingDelete)
{
this.events.splice(this._i, 1);
}
}
this._len = this.events.length;
this._i = 0;
},
/**
* The main Timer update event, called automatically by Phaser.Time.update.
*
* @method Phaser.Timer#update
* @protected
* @param {number} time - The time from the core game clock.
* @return {boolean} True if there are still events waiting to be dispatched, otherwise false if this Timer can be destroyed.
*/
update: function (time) {
if (this.paused)
{
return true;
}
this.elapsed = time - this._now;
this._now = time;
// spike-dislike
if (this.elapsed > this.timeCap)
{
// For some reason the time between now and the last time the game was updated was larger than our timeCap.
// This can happen if the Stage.disableVisibilityChange is true and you swap tabs, which makes the raf pause.
// In this case we need to adjust the TimerEvents and nextTick.
this.adjustEvents(time - this.elapsed);
}
this._marked = 0;
// Clears events marked for deletion and resets _len and _i to 0.
this.clearPendingEvents();
if (this.running && this._now >= this.nextTick && this._len > 0)
{
while (this._i < this._len && this.running)
{
if (this._now >= this.events[this._i].tick)
{
// (now + delay) - (time difference from last tick to now)
this._newTick = (this._now + this.events[this._i].delay) - (this._now - this.events[this._i].tick);
if (this._newTick < 0)
{
this._newTick = this._now + this.events[this._i].delay;
}
if (this.events[this._i].loop === true)
{
this.events[this._i].tick = this._newTick;
this.events[this._i].callback.apply(this.events[this._i].callbackContext, this.events[this._i].args);
}
else if (this.events[this._i].repeatCount > 0)
{
this.events[this._i].repeatCount--;
this.events[this._i].tick = this._newTick;
this.events[this._i].callback.apply(this.events[this._i].callbackContext, this.events[this._i].args);
}
else
{
this._marked++;
this.events[this._i].pendingDelete = true;
this.events[this._i].callback.apply(this.events[this._i].callbackContext, this.events[this._i].args);
}
this._i++;
}
else
{
break;
}
}
// Are there any events left?
if (this.events.length > this._marked)
{
this.order();
}
else
{
this.expired = true;
this.onComplete.dispatch(this);
}
}
if (this.expired && this.autoDestroy)
{
return false;
}
else
{
return true;
}
},
/**
* Pauses the Timer and all events in the queue.
* @method Phaser.Timer#pause
*/
pause: function () {
if (!this.running)
{
return;
}
this._codePaused = true;
if (this.paused)
{
return;
}
this._pauseStarted = this.game.time.now;
this.paused = true;
},
/**
* This is called by the core Game loop. Do not call it directly, instead use Timer.pause.
* @method Phaser.Timer#_pause
* @private
*/
_pause: function () {
if (this.paused || !this.running)
{
return;
}
this._pauseStarted = this.game.time.now;
this.paused = true;
},
/**
* Adjusts the time of all pending events and the nextTick by the given baseTime.
*
* @method Phaser.Timer#adjustEvents
*/
adjustEvents: function (baseTime) {
for (var i = 0; i < this.events.length; i++)
{
if (!this.events[i].pendingDelete)
{
// Work out how long there would have been from when the game paused until the events next tick
var t = this.events[i].tick - baseTime;
if (t < 0)
{
t = 0;
}
// Add the difference on to the time now
this.events[i].tick = this._now + t;
}
}
var d = this.nextTick - baseTime;
if (d < 0)
{
this.nextTick = this._now;
}
else
{
this.nextTick = this._now + d;
}
},
/**
* Resumes the Timer and updates all pending events.
*
* @method Phaser.Timer#resume
*/
resume: function () {
if (!this.paused)
{
return;
}
var now = this.game.time.now;
this._pauseTotal += now - this._now;
this._now = now;
this.adjustEvents(this._pauseStarted);
this.paused = false;
this._codePaused = false;
},
/**
* This is called by the core Game loop. Do not call it directly, instead use Timer.pause.
* @method Phaser.Timer#_resume
* @private
*/
_resume: function () {
if (this._codePaused)
{
return;
}
else
{
this.resume();
}
},
/**
* Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running.
* The onComplete callbacks won't be called.
*
* @method Phaser.Timer#removeAll
*/
removeAll: function () {
this.onComplete.removeAll();
this.events.length = 0;
this._len = 0;
this._i = 0;
},
/**
* Destroys this Timer. Any pending Events are not dispatched.
* The onComplete callbacks won't be called.
*
* @method Phaser.Timer#destroy
*/
destroy: function () {
this.onComplete.removeAll();
this.running = false;
this.events = [];
this._len = 0;
this._i = 0;
}
};
/**
* @name Phaser.Timer#next
* @property {number} next - The time at which the next event will occur.
* @readonly
*/
Object.defineProperty(Phaser.Timer.prototype, "next", {
get: function () {
return this.nextTick;
}
});
/**
* @name Phaser.Timer#duration
* @property {number} duration - The duration in ms remaining until the next event will occur.
* @readonly
*/
Object.defineProperty(Phaser.Timer.prototype, "duration", {
get: function () {
if (this.running && this.nextTick > this._now)
{
return this.nextTick - this._now;
}
else
{
return 0;
}
}
});
/**
* @name Phaser.Timer#length
* @property {number} length - The number of pending events in the queue.
* @readonly
*/
Object.defineProperty(Phaser.Timer.prototype, "length", {
get: function () {
return this.events.length;
}
});
/**
* @name Phaser.Timer#ms
* @property {number} ms - The duration in milliseconds that this Timer has been running for.
* @readonly
*/
Object.defineProperty(Phaser.Timer.prototype, "ms", {
get: function () {
if (this.running)
{
return this._now - this._started - this._pauseTotal;
}
else
{
return 0;
}
}
});
/**
* @name Phaser.Timer#seconds
* @property {number} seconds - The duration in seconds that this Timer has been running for.
* @readonly
*/
Object.defineProperty(Phaser.Timer.prototype, "seconds", {
get: function () {
if (this.running)
{
return this.ms * 0.001;
}
else
{
return 0;
}
}
});
Phaser.Timer.prototype.constructor = Phaser.Timer;