forked from sent/waves
241 lines
8.6 KiB
JavaScript
241 lines
8.6 KiB
JavaScript
/// <reference path="FPSAnalyzr-0.2.1.ts" />
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var GamesRunnr;
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(function (GamesRunnr_1) {
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"use strict";
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/**
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* A class to continuously series of "game" Functions. Each game is run in a
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* set order and the group is run as a whole at a particular interval, with a
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* configurable speed. Playback can be triggered manually, or driven by a timer
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* with pause and play hooks. For automated playback, statistics are
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* available via an internal FPSAnalyzer.
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*/
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var GamesRunnr = (function () {
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/**
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* @param {IGamesRunnrSettings} settings
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*/
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function GamesRunnr(settings) {
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if (typeof settings === "undefined") {
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throw new Error("No settings object given GamesRunnr.");
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}
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if (typeof settings.games === "undefined") {
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throw new Error("No games given to GamesRunnr.");
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}
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var i;
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this.games = settings.games;
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this.interval = settings.interval || 1000 / 60;
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this.speed = settings.speed || 1;
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this.onPause = settings.onPause;
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this.onPlay = settings.onPlay;
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this.callbackArguments = settings.callbackArguments || [this];
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this.adjustFramerate = settings.adjustFramerate;
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this.FPSAnalyzer = settings.FPSAnalyzer || new FPSAnalyzr.FPSAnalyzr(settings.FPSAnalyzerSettings);
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this.scope = settings.scope || this;
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this.paused = true;
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this.upkeepScheduler = settings.upkeepScheduler || function (handler, timeout) {
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return setTimeout(handler, timeout);
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};
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this.upkeepCanceller = settings.upkeepCanceller || function (handle) {
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clearTimeout(handle);
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};
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this.upkeepBound = this.upkeep.bind(this);
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for (i = 0; i < this.games.length; i += 1) {
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this.games[i] = this.games[i].bind(this.scope);
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}
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this.setIntervalReal();
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}
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/* Gets
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*/
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/**
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* @return {FPSAnalyzer} The FPSAnalyzer used in the GamesRunnr.
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*/
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GamesRunnr.prototype.getFPSAnalyzer = function () {
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return this.FPSAnalyzer;
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};
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/**
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* @return {Boolean} Whether this is paused.
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*/
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GamesRunnr.prototype.getPaused = function () {
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return this.paused;
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};
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/**
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* @return {Function[]} The Array of game Functions.
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*/
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GamesRunnr.prototype.getGames = function () {
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return this.games;
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};
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/**
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* @return {Number} The interval between upkeeps.
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*/
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GamesRunnr.prototype.getInterval = function () {
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return this.interval;
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};
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/**
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* @return {Number} The speed multiplier being applied to the interval.
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*/
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GamesRunnr.prototype.getSpeed = function () {
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return this.speed;
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};
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/**
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* @return {Function} The optional trigger to be called on pause.
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*/
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GamesRunnr.prototype.getOnPause = function () {
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return this.onPause;
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};
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/**
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* @return {Function} The optional trigger to be called on play.
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*/
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GamesRunnr.prototype.getOnPlay = function () {
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return this.onPlay;
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};
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/**
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* @return {Array} Arguments to be given to the optional trigger Functions.
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*/
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GamesRunnr.prototype.getCallbackArguments = function () {
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return this.callbackArguments;
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};
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/**
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* @return {Function} Function used to schedule the next upkeep.
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*/
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GamesRunnr.prototype.getUpkeepScheduler = function () {
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return this.upkeepScheduler;
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};
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/**
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* @return {Function} Function used to cancel the next upkeep.
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*/
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GamesRunnr.prototype.getUpkeepCanceller = function () {
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return this.upkeepCanceller;
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};
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/* Runtime
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*/
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/**
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* Meaty function, run every <interval*speed> milliseconds, to mark an FPS
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* measurement and run every game once.
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*/
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GamesRunnr.prototype.upkeep = function () {
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if (this.paused) {
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return;
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}
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// Prevents double upkeeping, in case a new upkeepNext was scheduled.
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this.upkeepCanceller(this.upkeepNext);
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if (this.adjustFramerate) {
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this.upkeepNext = this.upkeepScheduler(this.upkeepBound, this.intervalReal - (this.upkeepTimed() | 0));
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}
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else {
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this.upkeepNext = this.upkeepScheduler(this.upkeepBound, this.intervalReal);
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this.games.forEach(this.run);
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}
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if (this.FPSAnalyzer) {
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this.FPSAnalyzer.measure();
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}
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};
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/**
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* A utility for this.upkeep that calls the same games.forEach(run), timing
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* the total execution time.
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*
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* @return {Number} The total time spent, in milliseconds.
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*/
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GamesRunnr.prototype.upkeepTimed = function () {
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if (!this.FPSAnalyzer) {
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throw new Error("An internal FPSAnalyzr is required for upkeepTimed.");
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}
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var now = this.FPSAnalyzer.getTimestamp();
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this.games.forEach(this.run);
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return this.FPSAnalyzer.getTimestamp() - now;
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};
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/**
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* Continues execution of this.upkeep by calling it. If an onPlay has been
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* defined, it's called before.
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*/
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GamesRunnr.prototype.play = function () {
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if (!this.paused) {
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return;
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}
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this.paused = false;
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if (this.onPlay) {
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this.onPlay.apply(this, this.callbackArguments);
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}
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this.upkeep();
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};
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/**
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* Stops execution of this.upkeep, and cancels the next call. If an onPause
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* has been defined, it's called after.
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*/
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GamesRunnr.prototype.pause = function () {
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if (this.paused) {
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return;
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}
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this.paused = true;
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if (this.onPause) {
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this.onPause.apply(this, this.callbackArguments);
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}
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this.upkeepCanceller(this.upkeepNext);
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};
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/**
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* Calls upkeep a <num or 1> number of times, immediately.
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*
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* @param {Number} [num] How many times to upkeep, if not 1.
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*/
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GamesRunnr.prototype.step = function (times) {
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if (times === void 0) { times = 1; }
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this.play();
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this.pause();
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if (times > 0) {
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this.step(times - 1);
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}
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};
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/**
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* Toggles whether this is paused, and calls the appropriate Function.
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*/
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GamesRunnr.prototype.togglePause = function () {
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this.paused ? this.play() : this.pause();
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};
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/* Games manipulations
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*/
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/**
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* Sets the interval between between upkeeps.
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*
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* @param {Number} The new time interval in milliseconds.
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*/
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GamesRunnr.prototype.setInterval = function (interval) {
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var intervalReal = Number(interval);
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if (isNaN(intervalReal)) {
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throw new Error("Invalid interval given to setInterval: " + interval);
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}
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this.interval = intervalReal;
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this.setIntervalReal();
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};
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/**
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* Sets the speed multiplier for the interval.
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*
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* @param {Number} The new speed multiplier. 2 will cause interval to be
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* twice as fast, and 0.5 will be half as fast.
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*/
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GamesRunnr.prototype.setSpeed = function (speed) {
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var speedReal = Number(speed);
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if (isNaN(speedReal)) {
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throw new Error("Invalid speed given to setSpeed: " + speed);
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}
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this.speed = speedReal;
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this.setIntervalReal();
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};
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/* Utilities
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*/
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/**
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* Sets the intervalReal variable, which is interval * (inverse of speed).
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*/
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GamesRunnr.prototype.setIntervalReal = function () {
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this.intervalReal = (1 / this.speed) * this.interval;
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};
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/**
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* Curry function to fun a given function. Used in games.forEach(game).
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*
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* @param {Function} game
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*/
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GamesRunnr.prototype.run = function (game) {
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game();
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};
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return GamesRunnr;
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})();
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GamesRunnr_1.GamesRunnr = GamesRunnr;
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})(GamesRunnr || (GamesRunnr = {}));
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