GDJS/Runtime/timemanager.ts

/*
 * GDevelop JS Platform
 * Copyright 2013-2016 Florian Rival ([email protected]). All rights reserved.
 * This project is released under the MIT License.
 */
namespace gdjs {
  /**
   * Manage the timers and times elapsed during last
   * frame, since the beginning of the scene and other time related values.
   */
  export class TimeManager {
    _elapsedTime: float = 0;
    _timeScale: float = 1;
    _timeFromStart: float = 0;
    _firstFrame: boolean = true;
    _timers: Hashtable<gdjs.Timer> = new Hashtable();
    _firstUpdateDone: boolean = false;

    constructor() {
      this.reset();
    }

    reset(): void {
      this._elapsedTime = 0;
      this._timeScale = 1;
      this._timeFromStart = 0;
      this._firstFrame = true;
      this._timers = new Hashtable();
    }

    update(elapsedTime: float, minimumFPS: integer): void {
      if (this._firstUpdateDone) {
        this._firstFrame = false;
      }
      this._firstUpdateDone = true;

      //Compute the elapsed time since last frame
      this._elapsedTime = Math.min(elapsedTime, 1000 / minimumFPS);
      this._elapsedTime *= this._timeScale;

      //Update timers and others members
      for (const name in this._timers.items) {
        if (this._timers.items.hasOwnProperty(name)) {
          this._timers.items[name].updateTime(this._elapsedTime);
        }
      }
      this._timeFromStart += this._elapsedTime;
    }

    /**
     * Set the time scale: time will be slower if time scale is < 1,
     * faster if > 1.
     * @param timeScale The new time scale (must be positive).
     */
    setTimeScale(timeScale: float): void {
      if (timeScale >= 0) {
        this._timeScale = timeScale;
      }
    }

    /**
     * Get the time scale.
     * @return The time scale (positive, 1 is normal speed).
     */
    getTimeScale(): float {
      return this._timeScale;
    }

    /**
     * Get the time since the instanciation of the manager (i.e: since
     * the beginning of the scene most of the time), in milliseconds.
     */
    getTimeFromStart(): float {
      return this._timeFromStart;
    }

    /**
     * Return true if update was called only once (i.e: if the scene
     * is rendering its first frame).
     */
    isFirstFrame(): boolean {
      return this._firstFrame;
    }

    /**
     * Return the time elapsed since the last call to update
     * (i.e: the last frame), in milliseconds.
     */
    getElapsedTime(): float {
      return this._elapsedTime;
    }

    addTimer(name: string): void {
      this._timers.put(name, new gdjs.Timer(name));
    }

    hasTimer(name: string): boolean {
      return this._timers.containsKey(name);
    }

    getTimer(name: string): gdjs.Timer {
      return this._timers.get(name);
    }

    removeTimer(name: string): void {
      if (this._timers.containsKey(name)) {
        this._timers.remove(name);
      }
    }
  }
}