Legacy:GetTime
Obtains the number of milliseconds elapsed since an arbitrary time.
Contents
Usage
Examples
var time = GetTime();
The above gets the number of milliseconds passed since some predetermined time, and places it in the time variable.
var start_time = GetTime();
// Code that needs to be timed
// ...
var duration = GetTime() - start_time;
The above example will find out how long a particular piece of code runs for.
function Delay(ms)
{
var start = GetTime();
while (GetTime() - start < ms);
}
The above function is a simple mechanism to pause script execution for a given number of milliseconds, called using, for example, Delay(1500);
, which pauses script execution for one and a half seconds. No updating or redrawing will take place while the delay is occurring.
var done = false;
var fps = GetFrameRate();
var updates_performed = 0;
var start_time = GetTime();
while (!done)
{
while (updates_performed < (GetTime() - start_time) * 0.001 * fps)
{
// Update game here
// ...
updates_performed++;
}
// Draw the game screen here
// ...
FlipScreen();
}
The above example is one way to regulate the speed of a Sphere game inside a JavaScript loop. The game code will have to be separated into updates (player input processing, moving entities, checking collisions, etc.) and drawing (drawing sprites, the map, score, etc.).
var FPS = 60; // The desired FPS
var delayTime = 1000/FPS; // The time between frames
var lastTime = GetTime(); // The time of the last frame
while(loopCondition) // While we should continue looping
{
if(GetTime() > lastTime + delayTime) // If enough time has elapsed
{
lastTime = GetTime(); // Record the time of this frame
doStuff(); // Do your stuff
}
drawStuff(); // Draw your stuff
}
This example is an alternative to the one above. Obviously, doStuff() and drawStuff() will correspond with functions that actually process the game logic and draw the game state respectively.
Notes
- The starting time can be assumed to be constant throughout the running of a game. Thus GetTime() is very useful as a tool to pace JavaScript loops, which would normally run at different speeds on different systems.
- Core JavaScript provides a similar mechanism via the Date object's Date.getTime() method. This counter, if used with a Date object that reflects the current time, displays the number of milliseconds since midnight 01 January, 1970 UTC. Refer to the links for more information.
- Because GetTime() is a signed integer, it will wraparound from time to time.
See also
- FlipScreen()
- GetFrameRate()
- Core JavaScript Date object
- Core JavaScript Date.getTime()