| 39 | timerId: number; |
| 40 | |
| 41 | constructor() { |
| 42 | /** |
| 43 | * Last game tick value. <br> |
| 44 | * Use this value to scale velocities during frame drops due to slow hardware or when setting an FPS limit. |
| 45 | * This feature is disabled by default (Enable interpolation to use it). |
| 46 | * @see interpolation |
| 47 | */ |
| 48 | this.tick = 1.0; |
| 49 | |
| 50 | /** |
| 51 | * Last measured fps rate.<br> |
| 52 | * This feature is disabled by default, unless the debugPanel is enabled/visible. |
| 53 | */ |
| 54 | this.fps = 0; |
| 55 | |
| 56 | /** |
| 57 | * Set the maximum target display frame per second |
| 58 | * @see tick |
| 59 | * @default 60 |
| 60 | */ |
| 61 | this.maxfps = 60; |
| 62 | |
| 63 | /** |
| 64 | * Enable/disable frame interpolation |
| 65 | * @see tick |
| 66 | * @default false |
| 67 | */ |
| 68 | this.interpolation = false; |
| 69 | |
| 70 | //hold element to display fps |
| 71 | this.framecount = 0; |
| 72 | this.framedelta = 0; |
| 73 | |
| 74 | /* fps count stuff */ |
| 75 | this.last = 0; |
| 76 | this.now = 0; |
| 77 | this.delta = 0; |
| 78 | // for timeout/interval update |
| 79 | this.step = 0; |
| 80 | this.minstep = 0; |
| 81 | |
| 82 | // list of defined timer function |
| 83 | this.timers = []; |
| 84 | this.timerId = 0; |
| 85 | |
| 86 | // Initialize timer on Boot event |
| 87 | once(BOOT, () => { |
| 88 | // reset variables to initial state |
| 89 | this.reset(); |
| 90 | this.now = this.last = 0; |
| 91 | // register to the game before update event |
| 92 | on(GAME_BEFORE_UPDATE, (time) => { |
| 93 | this.update(time); |
| 94 | }); |
| 95 | }); |
| 96 | |
| 97 | // reset timer |
| 98 | on(STATE_RESUME, () => { |