waves/public/assets/g/mario/References/GamesRunnr-0.2.0.ts
2025-04-09 17:11:14 -05:00

435 lines
12 KiB
TypeScript

/// <reference path="FPSAnalyzr-0.2.1.ts" />
declare module GamesRunnr {
export interface IGamesRunnrSettings {
// The Array of Functions to run on each upkeep.
games: any[];
// How often, in milliseconds, to call upkeep when playing (defaults to
// 1000 / 60).
interval?: number;
// A multiplier for interval that can be set independently.
speed?: number;
// Whether scheduling timeouts should adjust to elapsed upkeep time.
adjustFramerate?: boolean;
// A callback to run when upkeep is paused.
onPause?: (...args: any[]) => void;
// A callback to run when upkeep is played.
onPlay?: (...args: any[]) => void;
// Arguments to be passed to onPause and onPlay (by default, [this])
callbackArguments?: any[];
// A Function to replace setTimeout.
/**
* A Function to replace setTimeout as the upkeepScheduler.
*/
upkeepScheduler?: (callback: Function, timeout: number) => number;
/**
* A Function to replace clearTimeout as the upkeepCanceller.
*/
upkeepCanceller?: (handle: number) => void;
/**
* A scope for games to be run on (defaults to the calling GamesRunnr).
*/
scope?: any;
/**
* An FPSAnalyzr to provide statistics on automated playback. If not
* provided, a new one will be made.
*/
FPSAnalyzer?: FPSAnalyzr.IFPSAnalyzr;
/**
* Settings to create a new FPSAnalyzr, if one isn't provided.
*/
FPSAnalyzerSettings?: FPSAnalyzr.IFPSAnalyzrSettings;
}
export interface IGamesRunnr {
getFPSAnalyzer(): FPSAnalyzr.IFPSAnalyzr;
getPaused(): boolean;
getGames(): any[];
getInterval(): number;
getSpeed(): number;
getOnPause(): any;
getOnPlay(): any;
getCallbackArguments(): any[];
getUpkeepScheduler(): (callback: Function, timeout: number) => number;
getUpkeepCanceller(): (handle: number) => void;
upkeep(): void;
upkeepTimed(): number;
play(): void;
pause(): void;
step(times?: number): void;
togglePause(): void;
setInterval(interval: number): void;
setSpeed(speed: number): void;
}
}
module GamesRunnr {
"use strict";
/**
* A class to continuously series of "game" Functions. Each game is run in a
* set order and the group is run as a whole at a particular interval, with a
* configurable speed. Playback can be triggered manually, or driven by a timer
* with pause and play hooks. For automated playback, statistics are
* available via an internal FPSAnalyzer.
*/
export class GamesRunnr implements IGamesRunnr {
/**
* Functions to be run, in order, on each upkeep.
*/
private games: any[];
/**
* Optional trigger Function for this.pause.
*/
private onPause: (...args: any[]) => void;
/**
* Optional trigger Function for this.play.
*/
private onPlay: (...args: any[]) => void;
/**
* Arguments to be passed to the optional trigger Functions.
*/
private callbackArguments: any[];
/**
* Reference to the next upkeep, such as setTimeout's returned int.
*/
private upkeepNext: number;
/**
* Function used to schedule the next upkeep, such as setTimeout.
*/
private upkeepScheduler: (callback: Function, timeout: number) => number;
/**
* Function used to cancel the next upkeep, such as clearTimeout
*/
private upkeepCanceller: (handle: number) => void;
/**
* this.upkeep bound to this GamesRunnr, for use in upkeepScheduler.
*/
private upkeepBound: any;
/**
* Whether the game is currently paused.
*/
private paused: boolean;
/**
* The amount of time, in milliseconds, between each upkeep.
*/
private interval: number;
/**
* The playback rate multiplier (defaults to 1, for no change).
*/
private speed: number;
/**
* The actual speed, as (1 / speed) * interval.
*/
private intervalReal: number;
/**
* An internal FPSAnalyzr object that measures on each upkeep.
*/
private FPSAnalyzer: FPSAnalyzr.IFPSAnalyzr;
/**
* An object to set as the scope for games, if not this GamesRunnr.
*/
private scope: any;
/**
* Whether scheduling timeouts should adjust to elapsed upkeep time.
*/
private adjustFramerate: boolean;
/**
* @param {IGamesRunnrSettings} settings
*/
constructor(settings: IGamesRunnrSettings) {
if (typeof settings === "undefined") {
throw new Error("No settings object given GamesRunnr.");
}
if (typeof settings.games === "undefined") {
throw new Error("No games given to GamesRunnr.");
}
var i: number;
this.games = settings.games;
this.interval = settings.interval || 1000 / 60;
this.speed = settings.speed || 1;
this.onPause = settings.onPause;
this.onPlay = settings.onPlay;
this.callbackArguments = settings.callbackArguments || [this];
this.adjustFramerate = settings.adjustFramerate;
this.FPSAnalyzer = settings.FPSAnalyzer || new FPSAnalyzr.FPSAnalyzr(settings.FPSAnalyzerSettings);
this.scope = settings.scope || this;
this.paused = true;
this.upkeepScheduler = settings.upkeepScheduler || function (handler: any, timeout: number): number {
return setTimeout(handler, timeout);
};
this.upkeepCanceller = settings.upkeepCanceller || function (handle: number): void {
clearTimeout(handle);
};
this.upkeepBound = this.upkeep.bind(this);
for (i = 0; i < this.games.length; i += 1) {
this.games[i] = this.games[i].bind(this.scope);
}
this.setIntervalReal();
}
/* Gets
*/
/**
* @return {FPSAnalyzer} The FPSAnalyzer used in the GamesRunnr.
*/
getFPSAnalyzer(): FPSAnalyzr.IFPSAnalyzr {
return this.FPSAnalyzer;
}
/**
* @return {Boolean} Whether this is paused.
*/
getPaused(): boolean {
return this.paused;
}
/**
* @return {Function[]} The Array of game Functions.
*/
getGames(): any[] {
return this.games;
}
/**
* @return {Number} The interval between upkeeps.
*/
getInterval(): number {
return this.interval;
}
/**
* @return {Number} The speed multiplier being applied to the interval.
*/
getSpeed(): number {
return this.speed;
}
/**
* @return {Function} The optional trigger to be called on pause.
*/
getOnPause(): any {
return this.onPause;
}
/**
* @return {Function} The optional trigger to be called on play.
*/
getOnPlay(): any {
return this.onPlay;
}
/**
* @return {Array} Arguments to be given to the optional trigger Functions.
*/
getCallbackArguments(): any[] {
return this.callbackArguments;
}
/**
* @return {Function} Function used to schedule the next upkeep.
*/
getUpkeepScheduler(): (callback: Function, timeout: number) => number {
return this.upkeepScheduler;
}
/**
* @return {Function} Function used to cancel the next upkeep.
*/
getUpkeepCanceller(): (handle: number) => void {
return this.upkeepCanceller;
}
/* Runtime
*/
/**
* Meaty function, run every <interval*speed> milliseconds, to mark an FPS
* measurement and run every game once.
*/
upkeep(): void {
if (this.paused) {
return;
}
// Prevents double upkeeping, in case a new upkeepNext was scheduled.
this.upkeepCanceller(this.upkeepNext);
if (this.adjustFramerate) {
this.upkeepNext = this.upkeepScheduler(this.upkeepBound, this.intervalReal - (this.upkeepTimed() | 0));
} else {
this.upkeepNext = this.upkeepScheduler(this.upkeepBound, this.intervalReal);
this.games.forEach(this.run);
}
if (this.FPSAnalyzer) {
this.FPSAnalyzer.measure();
}
}
/**
* A utility for this.upkeep that calls the same games.forEach(run), timing
* the total execution time.
*
* @return {Number} The total time spent, in milliseconds.
*/
upkeepTimed(): number {
if (!this.FPSAnalyzer) {
throw new Error("An internal FPSAnalyzr is required for upkeepTimed.");
}
var now: number = this.FPSAnalyzer.getTimestamp();
this.games.forEach(this.run);
return this.FPSAnalyzer.getTimestamp() - now;
}
/**
* Continues execution of this.upkeep by calling it. If an onPlay has been
* defined, it's called before.
*/
play(): void {
if (!this.paused) {
return;
}
this.paused = false;
if (this.onPlay) {
this.onPlay.apply(this, this.callbackArguments);
}
this.upkeep();
}
/**
* Stops execution of this.upkeep, and cancels the next call. If an onPause
* has been defined, it's called after.
*/
pause(): void {
if (this.paused) {
return;
}
this.paused = true;
if (this.onPause) {
this.onPause.apply(this, this.callbackArguments);
}
this.upkeepCanceller(this.upkeepNext);
}
/**
* Calls upkeep a <num or 1> number of times, immediately.
*
* @param {Number} [num] How many times to upkeep, if not 1.
*/
step(times: number = 1): void {
this.play();
this.pause();
if (times > 0) {
this.step(times - 1);
}
}
/**
* Toggles whether this is paused, and calls the appropriate Function.
*/
togglePause(): void {
this.paused ? this.play() : this.pause();
}
/* Games manipulations
*/
/**
* Sets the interval between between upkeeps.
*
* @param {Number} The new time interval in milliseconds.
*/
setInterval(interval: number): void {
var intervalReal: number = Number(interval);
if (isNaN(intervalReal)) {
throw new Error("Invalid interval given to setInterval: " + interval);
}
this.interval = intervalReal;
this.setIntervalReal();
}
/**
* Sets the speed multiplier for the interval.
*
* @param {Number} The new speed multiplier. 2 will cause interval to be
* twice as fast, and 0.5 will be half as fast.
*/
setSpeed(speed: number): void {
var speedReal: number = Number(speed);
if (isNaN(speedReal)) {
throw new Error("Invalid speed given to setSpeed: " + speed);
}
this.speed = speedReal;
this.setIntervalReal();
}
/* Utilities
*/
/**
* Sets the intervalReal variable, which is interval * (inverse of speed).
*/
private setIntervalReal(): void {
this.intervalReal = (1 / this.speed) * this.interval;
}
/**
* Curry function to fun a given function. Used in games.forEach(game).
*
* @param {Function} game
*/
private run(game: Function): void {
game();
}
}
}