Phaser Source: src/time/Time.js

# Source: src/time/Time.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * This is the core internal game clock.
    *
    * It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens,
    * and also handles the standard Timer pool.
    *
    * To create a general timed event, use the master {@link Phaser.Timer} accessible through {@link Phaser.Time.events events}.
    *
    * There are different *types* of time in Phaser:
    *
    * - ***Game time*** always runs at the speed of time in real life.
    *
    *   Unlike wall-clock time, *game time stops when Phaser is paused*.
    *
    *   Game time is used for {@link Phaser.Timer timer events}.
    *
    * - ***Physics time*** represents the amount of time given to physics calculations.
    *
    *   *When {@link #slowMotion} is in effect physics time runs slower than game time.*
    *   Like game time, physics time stops when Phaser is paused.
    *
    *   Physics time is used for physics calculations and {@link Phaser.Tween tweens}.
    *
    * - {@link https://en.wikipedia.org/wiki/Wall-clock_time ***Wall-clock time***} represents the duration between two events in real life time.
    *
    *   This time is independent of Phaser and always progresses, regardless of if Phaser is paused.
    *
    * @class Phaser.Time
    * @constructor
    * @param {Phaser.Game} game A reference to the currently running game.
    */
    Phaser.Time = function (game) {

        /**
        * @property {Phaser.Game} game - Local reference to game.
        * @protected
        */
        this.game = game;

        /**
        * The `Date.now()` value when the time was last updated.
        * @property {integer} time
        * @protected
        */
        this.time = 0;

        /**
        * The `now` when the previous update occurred.
        * @property {number} prevTime
        * @protected
        */
        this.prevTime = 0;

        /**
        * An increasing value representing cumulative milliseconds since an undisclosed epoch.
        *
        * While this value is in milliseconds and can be used to compute time deltas,
        * it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference.
        *
        * The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now;
        * the value can only be relied upon within a particular game instance.
        *
        * @property {number} now
        * @protected
        */
        this.now = 0;

        /**
        * Elapsed time since the last time update, in milliseconds, based on `now`.
        *
        * This value _may_ include time that the game is paused/inactive.
        *
        * _Note:_ This is updated only once per game loop - even if multiple logic update steps are done.
        * Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.
        *
        * @property {number} elapsed
        * @see Phaser.Time.time
        * @protected
        */
        this.elapsed = 0;

        /**
        * The time in ms since the last time update, in milliseconds, based on `time`.
        *
        * This value is corrected for game pauses and will be "about zero" after a game is resumed.
        *
        * _Note:_ This is updated once per game loop - even if multiple logic update steps are done.
        * Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.
        *
        * @property {integer} elapsedMS
        * @protected
        */
        this.elapsedMS = 0;

        /**
        * The physics update delta, in fractional seconds.
        *
        * This should be used as an applicable multiplier by all logic update steps (eg. `preUpdate/postUpdate/update`)
        * to ensure consistent game timing. Game/logic timing can drift from real-world time if the system
        * is unable to consistently maintain the desired FPS.
        *
        * With fixed-step updates this is normally equivalent to `1.0 / desiredFps`.
        *
        * @property {number} physicsElapsed
        */
        this.physicsElapsed = 1 / 60;

        /**
        * The physics update delta, in milliseconds - equivalent to `physicsElapsed * 1000`.
        *
        * @property {number} physicsElapsedMS
        */
        this.physicsElapsedMS = (1 / 60) * 1000;

        /**
        * The desiredFps multiplier as used by Game.update.
        * @property {integer} desiredFpsMult
        * @protected
        */
        this.desiredFpsMult = 1.0 / 60;

        /**
        * The desired frame rate of the game.
        *
        * This is used is used to calculate the physic/logic multiplier and how to apply catch-up logic updates.
        *
        * @property {number} _desiredFps
        * @private
        * @default
        */
        this._desiredFps = 60;

        /**
        * The suggested frame rate for your game, based on an averaged real frame rate.
        * This value is only populated if `Time.advancedTiming` is enabled.
        *
        * _Note:_ This is not available until after a few frames have passed; until then
        * it's set to the same value as desiredFps.
        *
        * @property {number} suggestedFps
        * @default
        */
        this.suggestedFps = this.desiredFps;

        /**
        * Scaling factor to make the game move smoothly in slow motion
        * - 1.0 = normal speed
        * - 2.0 = half speed
        * @property {number} slowMotion
        * @default
        */
        this.slowMotion = 1.0;

        /**
        * If true then advanced profiling, including the fps rate, fps min/max, suggestedFps and msMin/msMax are updated.
        * @property {boolean} advancedTiming
        * @default
        */
        this.advancedTiming = false;

        /**
        * Advanced timing result: The number of render frames record in the last second.
        *
        * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
        * @property {integer} frames
        * @readonly
        */
        this.frames = 0;

        /**
        * Advanced timing result: Frames per second.
        *
        * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
        * @property {number} fps
        * @readonly
        */
        this.fps = 0;

        /**
        * Advanced timing result: The lowest rate the fps has dropped to.
        *
        * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
        * This value can be manually reset.
        * @property {number} fpsMin
        */
        this.fpsMin = 1000;

        /**
        * Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps).
        *
        * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
        * This value can be manually reset.
        * @property {number} fpsMax
        */
        this.fpsMax = 0;

        /**
        * Advanced timing result: The minimum amount of time the game has taken between consecutive frames.
        *
        * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
        * This value can be manually reset.
        * @property {number} msMin
        * @default
        */
        this.msMin = 1000;

        /**
        * Advanced timing result: The maximum amount of time the game has taken between consecutive frames.
        *
        * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
        * This value can be manually reset.
        * @property {number} msMax
        */
        this.msMax = 0;

        /**
        * Records how long the game was last paused, in milliseconds.
        * (This is not updated until the game is resumed.)
        * @property {number} pauseDuration
        */
        this.pauseDuration = 0;

        /**
        * @property {number} timeToCall - The value that setTimeout needs to work out when to next update
        * @protected
        */
        this.timeToCall = 0;

        /**
        * @property {number} timeExpected - The time when the next call is expected when using setTimer to control the update loop
        * @protected
        */
        this.timeExpected = 0;

        /**
        * A {@link Phaser.Timer} object bound to the master clock (this Time object) which events can be added to.
        * @property {Phaser.Timer} events
        */
        this.events = new Phaser.Timer(this.game, false);

        /**
        * @property {number} _frameCount - count the number of calls to time.update since the last suggestedFps was calculated
        * @private
        */
        this._frameCount = 0;

        /**
        * @property {number} _elapsedAcumulator - sum of the elapsed time since the last suggestedFps was calculated
        * @private
        */
        this._elapsedAccumulator = 0;

        /**
        * @property {number} _started - The time at which the Game instance started.
        * @private
        */
        this._started = 0;

        /**
        * @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
        * @private
        */
        this._timeLastSecond = 0;

        /**
        * @property {number} _pauseStarted - The time the game started being paused.
        * @private
        */
        this._pauseStarted = 0;

        /**
        * @property {boolean} _justResumed - Internal value used to recover from the game pause state.
        * @private
        */
        this._justResumed = false;

        /**
        * @property {Phaser.Timer[]} _timers - Internal store of Phaser.Timer objects.
        * @private
        */
        this._timers = [];

    };

    Phaser.Time.prototype = {

        /**
        * Called automatically by Phaser.Game after boot. Should not be called directly.
        *
        * @method Phaser.Time#boot
        * @protected
        */
        boot: function () {

            this._started = Date.now();
            this.time = Date.now();
            this.events.start();
            this.timeExpected = this.time;

        },

        /**
        * Adds an existing Phaser.Timer object to the Timer pool.
        *
        * @method Phaser.Time#add
        * @param {Phaser.Timer} timer - An existing Phaser.Timer object.
        * @return {Phaser.Timer} The given Phaser.Timer object.
        */
        add: function (timer) {

            this._timers.push(timer);

            return timer;

        },

        /**
        * Creates a new stand-alone Phaser.Timer object.
        *
        * @method Phaser.Time#create
        * @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).
        * @return {Phaser.Timer} The Timer object that was created.
        */
        create: function (autoDestroy) {

            if (autoDestroy === undefined) { autoDestroy = true; }

            var timer = new Phaser.Timer(this.game, autoDestroy);

            this._timers.push(timer);

            return timer;

        },

        /**
        * Remove all Timer objects, regardless of their state and clears all Timers from the {@link Phaser.Time#events events} timer.
        *
        * @method Phaser.Time#removeAll
        */
        removeAll: function () {

            for (var i = 0; i < this._timers.length; i++)
            {
                this._timers[i].destroy();
            }

            this._timers = [];

            this.events.removeAll();

        },

        /**
        * Refreshes the Time.time and Time.elapsedMS properties from the system clock.
        *
        * @method Phaser.Time#refresh
        */
        refresh: function () {

            //  Set to the old Date.now value
            var previousDateNow = this.time;

            // this.time always holds a Date.now value
            this.time = Date.now();

            //  Adjust accordingly.
            this.elapsedMS = this.time - previousDateNow;

        },

        /**
        * Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
        *
        * @method Phaser.Time#update
        * @protected
        * @param {number} time - The current relative timestamp; see {@link Phaser.Time#now now}.
        */
        update: function (time) {

            //  Set to the old Date.now value
            var previousDateNow = this.time;

            // this.time always holds a Date.now value
            this.time = Date.now();

            //  Adjust accordingly.
            this.elapsedMS = this.time - previousDateNow;

            // 'now' is currently still holding the time of the last call, move it into prevTime
            this.prevTime = this.now;

            // update 'now' to hold the current time
            // this.now may hold the RAF high resolution time value if RAF is available (otherwise it also holds Date.now)
            this.now = time;

            // elapsed time between previous call and now - this could be a high resolution value
            this.elapsed = this.now - this.prevTime;

            if (this.game.raf._isSetTimeOut)
            {
                // console.log('Time isSet', this._desiredFps, 'te', this.timeExpected, 'time', time);

                // time to call this function again in ms in case we're using timers instead of RequestAnimationFrame to update the game
                this.timeToCall = Math.floor(Math.max(0, (1000.0 / this._desiredFps) - (this.timeExpected - time)));

                // time when the next call is expected if using timers
                this.timeExpected = time + this.timeToCall;

                // console.log('Time expect', this.timeExpected);
            }

            if (this.advancedTiming)
            {
                this.updateAdvancedTiming();
            }

            //  Paused but still running?
            if (!this.game.paused)
            {
                //  Our internal Phaser.Timer
                this.events.update(this.time);

                if (this._timers.length)
                {
                    this.updateTimers();
                }
            }

        },

        /**
        * Handles the updating of the Phaser.Timers (if any)
        * Called automatically by Time.update.
        *
        * @method Phaser.Time#updateTimers
        * @private
        */
        updateTimers: function () {

            //  Any game level timers
            var i = 0;
            var len = this._timers.length;

            while (i < len)
            {
                if (this._timers[i].update(this.time))
                {
                    i++;
                }
                else
                {
                    //  Timer requests to be removed
                    this._timers.splice(i, 1);
                    len--;
                }
            }

        },

        /**
        * Handles the updating of the advanced timing values (if enabled)
        * Called automatically by Time.update.
        *
        * @method Phaser.Time#updateAdvancedTiming
        * @private
        */
        updateAdvancedTiming: function () {

            // count the number of time.update calls
            this._frameCount++;
            this._elapsedAccumulator += this.elapsed;

            // occasionally recalculate the suggestedFps based on the accumulated elapsed time
            if (this._frameCount >= this._desiredFps * 2)
            {
                // this formula calculates suggestedFps in multiples of 5 fps
                this.suggestedFps = Math.floor(200 / (this._elapsedAccumulator / this._frameCount)) * 5;
                this._frameCount = 0;
                this._elapsedAccumulator = 0;
            }

            this.msMin = Math.min(this.msMin, this.elapsed);
            this.msMax = Math.max(this.msMax, this.elapsed);

            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;
            }

        },

        /**
        * Called when the game enters a paused state.
        *
        * @method Phaser.Time#gamePaused
        * @private
        */
        gamePaused: function () {

            this._pauseStarted = Date.now();

            this.events.pause();

            var i = this._timers.length;

            while (i--)
            {
                this._timers[i]._pause();
            }

        },

        /**
        * Called when the game resumes from a paused state.
        *
        * @method Phaser.Time#gameResumed
        * @private
        */
        gameResumed: function () {

            // Set the parameter which stores Date.now() to make sure it's correct on resume
            this.time = Date.now();

            this.pauseDuration = this.time - this._pauseStarted;

            this.events.resume();

            var i = this._timers.length;

            while (i--)
            {
                this._timers[i]._resume();
            }

        },

        /**
        * The number of seconds that have elapsed since the game was started.
        *
        * @method Phaser.Time#totalElapsedSeconds
        * @return {number} The number of seconds that have elapsed since the game was started.
        */
        totalElapsedSeconds: function() {
            return (this.time - this._started) * 0.001;
        },

        /**
        * How long has passed since the given time.
        *
        * @method Phaser.Time#elapsedSince
        * @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.time - since;
        },

        /**
        * How long has passed since the given time (in seconds).
        *
        * @method Phaser.Time#elapsedSecondsSince
        * @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.time - since) * 0.001;
        },

        /**
        * Resets the private _started value to now and removes all currently running Timers.
        *
        * @method Phaser.Time#reset
        */
        reset: function () {

            this._started = this.time;
            this.removeAll();

        }

    };

    /**
    * The desired frame rate of the game.
    *
    * This is used is used to calculate the physic / logic multiplier and how to apply catch-up logic updates.
    *
    * @name Phaser.Time#desiredFps
    * @property {integer} desiredFps - The desired frame rate of the game. Defaults to 60.
    */
    Object.defineProperty(Phaser.Time.prototype, "desiredFps", {

        get: function () {

            return this._desiredFps;

        },

        set: function (value) {

            this._desiredFps = value;

            //  Set the physics elapsed time... this will always be 1 / this.desiredFps
            //  because we're using fixed time steps in game.update
            this.physicsElapsed = 1 / value;

            this.physicsElapsedMS = this.physicsElapsed * 1000;

            this.desiredFpsMult = 1.0 / value;

        }

    });

    Phaser.Time.prototype.constructor = Phaser.Time;