标签:检测 des 构造函数 管理器 导致 new app before ||
因为游戏中经常用到计时器,比如每1秒发射一枚子弹啊,每2秒怪物AI自动转向啊
每次去new Timer 然后addEventListener(egret.TimerEvent... 之类的太麻烦了。
所以自定义一个计时器
来看看决战沙城的自定义计时器
原理就是egret.Ticker每帧执行,让列表里TimerHandler加上时间或帧,检查当到了计时时间结束时,就执行回调。
/**
* Created by yangsong on 2014/11/23.
* Timer管理器
*/
class TimerManager extends SingtonClass {
private _handlers: Array<TimerHandler>;
private _delHandlers: Array<TimerHandler>;
private _currTime: number;
private _currFrame: number;
private _count: number;
private _timeScale: number;
private _isPause: boolean;
private _pauseTime: number;
/**
* 构造函数
*/
public constructor() {
super();
this._handlers = new Array<TimerHandler>();
this._delHandlers = new Array<TimerHandler>();
this._currTime = egret.getTimer();
this._currFrame = 0;
this._count = 0;
this._timeScale = 1;
egret.Ticker.getInstance().register(this.onEnterFrame, this);
}
/**
* 设置时间参数
* @param timeScale
*/
public setTimeScale(timeScale: number): void {
this._timeScale = timeScale;
}
/**
* 每帧执行函数
* @param frameTime
*/
private onEnterFrame(): void {
if (this._isPause) {
return;
}
this._currFrame++;
this._currTime = egret.getTimer();
App.DebugUtils.start("TimerManager:");
while (this._delHandlers.length) {
this.removeHandle(this._delHandlers.pop());
}
for (var i: number = 0; i < this._count; i++) {
var handler: TimerHandler = this._handlers[i];
if (this._delHandlers.indexOf(handler) != -1) {
continue;
}
var t: number = handler.userFrame ? this._currFrame : this._currTime;
if (t >= handler.exeTime) {
App.DebugUtils.start(handler.method.toString());
handler.method.call(handler.methodObj, (this._currTime - handler.dealTime) * this._timeScale);
App.DebugUtils.stop(handler.method.toString());
handler.dealTime = this._currTime;
handler.exeTime += handler.delay;
if (!handler.repeat) {
if (handler.repeatCount > 1) {
handler.repeatCount--;
} else {
if (handler.complateMethod) {
handler.complateMethod.apply(handler.complateMethodObj);
}
if (this._delHandlers.indexOf(handler) == -1) {
this._delHandlers.push(handler);
}
}
}
}
}
App.DebugUtils.stop("TimerManager:");
}
private removeHandle(handler: TimerHandler): void {
var i = this._handlers.indexOf(handler);
if (i == -1) {
Log.warn("what????");
return;
}
this._handlers.splice(i, 1);
ObjectPool.push(handler);
this._count--;
}
private create(useFrame: boolean, delay: number, repeatCount: number, method: Function, methodObj: any, complateMethod: Function, complateMethodObj: any): void {
//参数监测
if (delay < 0 || repeatCount < 0 || method == null) {
return;
}
//先删除相同函数的计时
this.remove(method, methodObj);
//创建
var handler: TimerHandler = ObjectPool.pop("TimerHandler");
handler.userFrame = useFrame;
handler.repeat = repeatCount == 0;
handler.repeatCount = repeatCount;
handler.delay = delay;
handler.method = method;
handler.methodObj = methodObj;
handler.complateMethod = complateMethod;
handler.complateMethodObj = complateMethodObj;
handler.exeTime = delay + (useFrame ? this._currFrame : this._currTime);
handler.dealTime = this._currTime;
this._handlers.push(handler);
this._count++;
}
/**
* 在指定的延迟(以毫秒为单位)后运行指定的函数。
* @param delay 执行间隔:毫秒
* @param method 执行函数
* @param methodObj 执行函数所属对象
*/
public setTimeOut(delay: number, method: Function, methodObj: any): void {
this.doTimer(delay, 1, method, methodObj);
}
/**
* 在指定的帧后运行指定的函数。
* @param delay 执行间隔:帧频
* @param method 执行函数
* @param methodObj 执行函数所属对象
*/
public setFrameOut(delay: number, method: Function, methodObj: any): void {
this.doFrame(delay, 1, method, methodObj);
}
/**
*
* 定时执行
* @param delay 执行间隔:毫秒
* @param repeatCount 执行次数, 0为无限次
* @param method 执行函数
* @param methodObj 执行函数所属对象
* @param complateMethod 完成执行函数
* @param complateMethodObj 完成执行函数所属对象
*
*/
public doTimer(delay: number, repeatCount: number, method: Function, methodObj: any, complateMethod: Function = null, complateMethodObj: any = null): void {
this.create(false, delay, repeatCount, method, methodObj, complateMethod, complateMethodObj);
}
/**
*
* 定时执行
* @param delay 执行间隔:帧频
* @param repeatCount 执行次数, 0为无限次
* @param method 执行函数
* @param methodObj 执行函数所属对象
* @param complateMethod 完成执行函数
* @param complateMethodObj 完成执行函数所属对象
*
*/
public doFrame(delay: number, repeatCount: number, method: Function, methodObj: any, complateMethod: Function = null, complateMethodObj: any = null): void {
this.create(true, delay, repeatCount, method, methodObj, complateMethod, complateMethodObj);
}
/**
* 定时器执行数量
* @return
*
*/
public get count(): number {
return this._count;
}
/**
* 清理
* @param method 要移除的函数
* @param methodObj 要移除的函数对应的对象
*/
public remove(method: Function, methodObj: any): void {
for (var i: number = 0; i < this._count; i++) {
var handler: TimerHandler = this._handlers[i];
if (handler.method == method && handler.methodObj == methodObj && this._delHandlers.indexOf(handler) == -1) {
this._delHandlers.push(handler);
break;
}
}
}
/**
* 清理
* @param methodObj 要移除的函数对应的对象
*/
public removeAll(methodObj: any): void {
for (var i: number = 0; i < this._count; i++) {
var handler: TimerHandler = this._handlers[i];
if (handler.methodObj == methodObj && this._delHandlers.indexOf(handler) == -1) {
this._delHandlers.push(handler);
}
}
}
/**
* 检测是否已经存在
* @param method
* @param methodObj
*
*/
public isExists(method: Function, methodObj: any): boolean {
for (var i: number = 0; i < this._count; i++) {
var handler: TimerHandler = this._handlers[i];
if (handler.method == method && handler.methodObj == methodObj && this._delHandlers.indexOf(handler) == -1) {
return true;
}
}
return false;
}
/**
* 暂停
*/
public pause(): void {
if (this._isPause) {
return;
}
this._isPause = true;
this._pauseTime = egret.getTimer();
}
/**
* 从暂停中恢复
*/
public resume(): void {
if (!this._isPause) {
return;
}
this._isPause = false;
this._currTime = egret.getTimer();
var gap = this._currTime - this._pauseTime;
for (var i: number = 0; i < this._count; i++) {
var handler: TimerHandler = this._handlers[i];
handler.dealTime += gap;
if (!handler.userFrame) {
handler.exeTime += gap;
}
}
}
}
class TimerHandler {
/**执行间隔*/
public delay: number = 0;
/**是否重复执行*/
public repeat: boolean;
/**重复执行次数*/
public repeatCount: number = 0;
/**是否用帧率*/
public userFrame: boolean;
/**执行时间*/
public exeTime: number = 0;
/**处理函数*/
public method: Function;
/**处理函数所属对象*/
public methodObj: any;
/**完成处理函数*/
public complateMethod: Function;
/**完成处理函数所属对象*/
public complateMethodObj: any;
/**上次的执行时间*/
public dealTime: number = 0;
/**清理*/
public clear(): void {
this.method = null;
this.methodObj = null;
this.complateMethod = null;
this.complateMethodObj = null;
}
}
laya已经提供了一个timer给开发者使用,功能和决战沙城的差不多
由于Laya用的Date.now,那么在游戏置于后台过久,再返回前台时,会导致时间相差巨大,执行很多次回调。所以Laya做了额外处理。
但是egret使用的egret.ticker,置于后台时,egret.ticker是停跳了的,所以不用处理时间相差巨大的问题。
class Timer {
constructor(autoActive = true) {
this.scale = 1;
this.currTimer = Date.now();
this.currFrame = 0;
this._delta = 0;
this._lastTimer = Date.now();
this._map = [];
this._handlers = [];
this._temp = [];
this._count = 0;
autoActive && Timer.gSysTimer && Timer.gSysTimer.frameLoop(1, this, this._update);
}
get delta() {
return this._delta;
}
_update() {
if (this.scale <= 0) {
this._lastTimer = Date.now();
this._delta = 0;
return;
}
var frame = this.currFrame = this.currFrame + this.scale;
var now = Date.now();
var awake = (now - this._lastTimer) > 30000;
this._delta = (now - this._lastTimer) * this.scale;
var timer = this.currTimer = this.currTimer + this._delta;
this._lastTimer = now;
var handlers = this._handlers;
this._count = 0;
for (var i = 0, n = handlers.length; i < n; i++) {
var handler = handlers[i];
if (handler.method !== null) {
var t = handler.userFrame ? frame : timer;
if (t >= handler.exeTime) {
if (handler.repeat) {
if (!handler.jumpFrame || awake) {
handler.exeTime += handler.delay;
handler.run(false);
if (t > handler.exeTime) {
handler.exeTime += Math.ceil((t - handler.exeTime) / handler.delay) * handler.delay;
}
}
else {
while (t >= handler.exeTime) {
handler.exeTime += handler.delay;
handler.run(false);
}
}
}
else {
handler.run(true);
}
}
}
else {
this._count++;
}
}
if (this._count > 30 || frame % 200 === 0)
this._clearHandlers();
}
_clearHandlers() {
var handlers = this._handlers;
for (var i = 0, n = handlers.length; i < n; i++) {
var handler = handlers[i];
if (handler.method !== null)
this._temp.push(handler);
else
this._recoverHandler(handler);
}
this._handlers = this._temp;
handlers.length = 0;
this._temp = handlers;
}
_recoverHandler(handler) {
if (this._map[handler.key] == handler)
this._map[handler.key] = null;
handler.clear();
Timer._pool.push(handler);
}
_create(useFrame, repeat, delay, caller, method, args, coverBefore) {
if (!delay) {
method.apply(caller, args);
return null;
}
if (coverBefore) {
var handler = this._getHandler(caller, method);
if (handler) {
handler.repeat = repeat;
handler.userFrame = useFrame;
handler.delay = delay;
handler.caller = caller;
handler.method = method;
handler.args = args;
handler.exeTime = delay + (useFrame ? this.currFrame : this.currTimer + Date.now() - this._lastTimer);
return handler;
}
}
handler = Timer._pool.length > 0 ? Timer._pool.pop() : new TimerHandler();
handler.repeat = repeat;
handler.userFrame = useFrame;
handler.delay = delay;
handler.caller = caller;
handler.method = method;
handler.args = args;
handler.exeTime = delay + (useFrame ? this.currFrame : this.currTimer + Date.now() - this._lastTimer);
this._indexHandler(handler);
this._handlers.push(handler);
return handler;
}
_indexHandler(handler) {
var caller = handler.caller;
var method = handler.method;
var cid = caller ? caller.$_GID || (caller.$_GID = ILaya.Utils.getGID()) : 0;
var mid = method.$_TID || (method.$_TID = (Timer._mid++) * 100000);
handler.key = cid + mid;
this._map[handler.key] = handler;
}
once(delay, caller, method, args = null, coverBefore = true) {
this._create(false, false, delay, caller, method, args, coverBefore);
}
loop(delay, caller, method, args = null, coverBefore = true, jumpFrame = false) {
var handler = this._create(false, true, delay, caller, method, args, coverBefore);
if (handler)
handler.jumpFrame = jumpFrame;
}
frameOnce(delay, caller, method, args = null, coverBefore = true) {
this._create(true, false, delay, caller, method, args, coverBefore);
}
frameLoop(delay, caller, method, args = null, coverBefore = true) {
this._create(true, true, delay, caller, method, args, coverBefore);
}
toString() {
return " handlers:" + this._handlers.length + " pool:" + Timer._pool.length;
}
clear(caller, method) {
var handler = this._getHandler(caller, method);
if (handler) {
this._map[handler.key] = null;
handler.key = 0;
handler.clear();
}
}
clearAll(caller) {
if (!caller)
return;
for (var i = 0, n = this._handlers.length; i < n; i++) {
var handler = this._handlers[i];
if (handler.caller === caller) {
this._map[handler.key] = null;
handler.key = 0;
handler.clear();
}
}
}
_getHandler(caller, method) {
var cid = caller ? caller.$_GID || (caller.$_GID = ILaya.Utils.getGID()) : 0;
var mid = method.$_TID || (method.$_TID = (Timer._mid++) * 100000);
return this._map[cid + mid];
}
callLater(caller, method, args = null) {
CallLater.I.callLater(caller, method, args);
}
runCallLater(caller, method) {
CallLater.I.runCallLater(caller, method);
}
runTimer(caller, method) {
var handler = this._getHandler(caller, method);
if (handler && handler.method != null) {
this._map[handler.key] = null;
handler.run(true);
}
}
pause() {
this.scale = 0;
}
resume() {
this.scale = 1;
}
}
Timer.gSysTimer = null;
Timer._pool = [];
Timer._mid = 1;
class TimerHandler {
clear() {
this.caller = null;
this.method = null;
this.args = null;
}
run(withClear) {
var caller = this.caller;
if (caller && caller.destroyed)
return this.clear();
var method = this.method;
var args = this.args;
withClear && this.clear();
if (method == null)
return;
args ? method.apply(caller, args) : method.call(caller);
}
}
Egret自定义计时器(决战沙城TimerManager和Laya.timer)
标签:检测 des 构造函数 管理器 导致 new app before ||
原文地址:https://www.cnblogs.com/gamedaybyday/p/11832645.html