TimeStep

Phaser.Core.TimeStep

The core runner class that Phaser uses to handle the game loop. It can use either Request Animation Frame, or SetTimeout, based on browser support and config settings, to create a continuous loop within the browser.

Each time the loop fires, TimeStep.step is called and this is then passed onto the core Game update loop, it is the core heartbeat of your game. It will fire as often as Request Animation Frame is capable of handling on the target device.

Note that there are lots of situations where a browser will stop updating your game. Such as if the player switches tabs, or covers up the browser window with another application. In these cases, the 'heartbeat' of your game will pause, and only resume when focus is returned to it by the player. There is no way to avoid this situation, all you can do is use the visibility events the browser, and Phaser, provide to detect when it has happened and then gracefully recover.

Constructor

new TimeStep(game, config)

Parameters

name

type

optional

description

game

Phaser.Game

No

A reference to the Phaser.Game instance that owns this Time Step.

config

Phaser.Types.Core.FPSConfig

No

No description provided


Scope: static

Source: src/core/TimeStep.js#L14
Since: 3.0.0

Public Members

actualFps

actualFps: number

Description:

An exponential moving average of the frames per second.

Source: src/core/TimeStep.js#L188
Since: 3.0.0


callback

callback: Phaser.Types.Core.TimeStepCallback

Description:

A callback to be invoked each time the TimeStep steps.

Source: src/core/TimeStep.js#L223
Since: 3.0.0


delta

delta: number

Description:

The delta time, in ms, since the last game step. This is a clamped and smoothed average value.

Source: src/core/TimeStep.js#L340
Since: 3.0.0


deltaHistory

deltaHistory: Array.<number>

Description:

Internal array holding the previous delta values, used for delta smoothing.

Source: src/core/TimeStep.js#L360
Since: 3.0.0


deltaIndex

deltaIndex: number

Description:

Internal index of the delta history position.

Source: src/core/TimeStep.js#L350
Since: 3.0.0


deltaSmoothingMax

deltaSmoothingMax: number

Description:

The maximum number of delta values that are retained in order to calculate a smoothed moving average.

This can be changed in the Game Config via the fps.deltaHistory property. The default is 10.

Source: src/core/TimeStep.js#L369
Since: 3.0.0


forceSetTimeOut

forceSetTimeOut: boolean

Description:

You can force the TimeStep to use SetTimeOut instead of Request Animation Frame by setting the forceSetTimeOut property to true in the Game Configuration object. It cannot be changed at run-time.

Source: src/core/TimeStep.js#L233
Since: 3.0.0


fpsLimit

fpsLimit: number

Description:

Enforce a frame rate limit. This forces how often the Game step will run. By default it is zero, which means it will run at whatever limit the browser (via RequestAnimationFrame) can handle, which is the optimum rate for fast-action or responsive games.

However, if you are building a non-game app, like a graphics generator, or low-intensity game that doesn't require 60fps, then you can lower the step rate via this Game Config value:

fps: {
  limit: 30
}

Setting this beyond the rate of RequestAnimationFrame will make no difference at all.

Use it purely to restrict updates in low-intensity situations only.

Source: src/core/TimeStep.js#L115
Since: 3.60.0


frame

frame: number

Description:

The current frame the game is on. This counter is incremented once every game step, regardless of how much time has passed and is unaffected by delta smoothing.

Source: src/core/TimeStep.js#L282
Since: 3.0.0


framesThisSecond

framesThisSecond: number

Description:

The number of frames processed this second.

Source: src/core/TimeStep.js#L212
Since: 3.0.0


game

game: Phaser.Game

Description:

A reference to the Phaser.Game instance.

Source: src/core/TimeStep.js#L43
Since: 3.0.0


hasFpsLimit

hasFpsLimit: boolean

Description:

Is the FPS rate limited?

This is set by setting the Game Config limit value to a value above zero.

Consider this property as read-only.

Source: src/core/TimeStep.js#L140
Since: 3.60.0


inFocus

inFocus: boolean

Description:

Is the browser currently considered in focus by the Page Visibility API?

This value is set in the blur method, which is called automatically by the Game instance.

Source: src/core/TimeStep.js#L294
Since: 3.0.0


lastTime

lastTime: number

Description:

The time of the previous step.

This is typically a high resolution timer value, as provided by Request Animation Frame.

Source: src/core/TimeStep.js#L270
Since: 3.0.0


minFps

minFps: number

Description:

The minimum fps rate you want the Time Step to run at.

Setting this cannot guarantee the browser runs at this rate, it merely influences the internal timing values to help the Timestep know when it has gone out of sync.

Source: src/core/TimeStep.js#L88
Since: 3.0.0


nextFpsUpdate

nextFpsUpdate: number

Description:

The time at which the next fps rate update will take place.

When an fps update happens, the framesThisSecond value is reset.

Source: src/core/TimeStep.js#L199
Since: 3.0.0


now

now: number

Description:

The time, set at the start of the current step.

This is typically a high resolution timer value, as provided by Request Animation Frame.

This can differ from the time value in that it isn't calculated based on the delta value.

Source: src/core/TimeStep.js#L407
Since: 3.18.0


panicMax

panicMax: number

Description:

The number of frames that the cooldown is set to after the browser panics over the FPS rate, usually as a result of switching tabs and regaining focus.

This can be changed in the Game Config via the fps.panicMax property. The default is 120.

Source: src/core/TimeStep.js#L381
Since: 3.0.0


pauseDuration

pauseDuration: number

Description:

The duration of the most recent game pause, if any, in ms.

Source: src/core/TimeStep.js#L307
Since: 3.85.0


raf

raf: Phaser.DOM.RequestAnimationFrame

Description:

The Request Animation Frame DOM Event handler.

Source: src/core/TimeStep.js#L53
Since: 3.0.0


rawDelta

rawDelta: number

Description:

The actual elapsed time in ms between one update and the next.

Unlike with delta, no smoothing, capping, or averaging is applied to this value. So please be careful when using this value in math calculations.

Source: src/core/TimeStep.js#L394
Since: 3.0.0


running

running: boolean

Description:

A flag that is set once the TimeStep has started running and toggled when it stops. The difference between this value and started is that running is toggled when the TimeStep is sent to sleep, where-as started remains true, only changing if the TimeStep is actually stopped, not just paused.

Source: src/core/TimeStep.js#L74
Since: 3.0.0


smoothStep

smoothStep: boolean

Description:

Apply smoothing to the delta value used within Phasers internal calculations?

This can be changed in the Game Config via the fps.smoothStep property. The default is true.

Smoothing helps settle down the delta values after browser tab switches, or other situations which could cause significant delta spikes or dips. By default it has been enabled in Phaser 3 since the first version, but is now exposed under this property (and the corresponding game config smoothStep value), to allow you to easily disable it, should you require.

Source: src/core/TimeStep.js#L421
Since: 3.22.0


started

started: boolean

Description:

A flag that is set once the TimeStep has started running and toggled when it stops.

Source: src/core/TimeStep.js#L63
Since: 3.0.0


startTime

startTime: number

Description:

The time at which the game started running.

This value is adjusted if the game is then paused and resumes.

Source: src/core/TimeStep.js#L258
Since: 3.0.0


targetFps

targetFps: number

Description:

The target fps rate for the Time Step to run at.

Setting this value will not actually change the speed at which the browser runs, that is beyond the control of Phaser. Instead, it allows you to determine performance issues and if the Time Step is spiraling out of control.

Source: src/core/TimeStep.js#L101
Since: 3.0.0


time

time: number

Description:

The time, updated each step by adding the elapsed delta time to the previous value.

This differs from the TimeStep.now value, which is the high resolution time value as provided by Request Animation Frame.

Source: src/core/TimeStep.js#L245
Since: 3.0.0


Private Members

_coolDown

_coolDown: number

Description:

An internal counter to allow for the browser 'cooling down' after coming back into focus.

Access: private

Source: src/core/TimeStep.js#L329
Since: 3.0.0


_limitRate

_limitRate: number

Description:

Internal value holding the fps rate limit in ms.

Access: private

Source: src/core/TimeStep.js#L154
Since: 3.60.0


_min

_min: number

Description:

The minimum fps value in ms.

Defaults to 200ms between frames (i.e. super slow!)

Access: private

Source: src/core/TimeStep.js#L164
Since: 3.0.0


_pauseTime

_pauseTime: number

Description:

The timestamp at which the game became paused, as determined by the Page Visibility API.

Access: private

Source: src/core/TimeStep.js#L318
Since: 3.0.0


_target

_target: number

Description:

The target fps value in ms.

Defaults to 16.66ms between frames (i.e. normal)

Access: private

Source: src/core/TimeStep.js#L176
Since: 3.0.0


Public Methods

blur

<instance> blur()

Description:

Called by the Game instance when the DOM window.onBlur event triggers.

Source: src/core/TimeStep.js#L438
Since: 3.0.0


destroy

<instance> destroy()

Description:

Destroys the TimeStep. This will stop Request Animation Frame, stop the step, clear the callbacks and null any objects.

Source: src/core/TimeStep.js#L864
Since: 3.0.0


focus

<instance> focus()

Description:

Called by the Game instance when the DOM window.onFocus event triggers.

Source: src/core/TimeStep.js#L449
Since: 3.0.0


getDuration

<instance> getDuration()

Description:

Gets the duration which the game has been running, in seconds.

Returns: number - The duration in seconds.

Source: src/core/TimeStep.js#L820
Since: 3.17.0


getDurationMS

<instance> getDurationMS()

Description:

Gets the duration which the game has been running, in ms.

Returns: number - The duration in ms.

Source: src/core/TimeStep.js#L833
Since: 3.17.0


pause

<instance> pause()

Description:

Called when the visibility API says the game is 'hidden' (tab switch out of view, etc)

Source: src/core/TimeStep.js#L462
Since: 3.0.0


resetDelta

<instance> resetDelta()

Description:

Resets the time, lastTime, fps averages and delta history. Called automatically when a browser sleeps them resumes.

Source: src/core/TimeStep.js#L487
Since: 3.0.0


resume

<instance> resume()

Description:

Called when the visibility API says the game is 'visible' again (tab switch back into view, etc)

Source: src/core/TimeStep.js#L473
Since: 3.0.0


sleep

<instance> sleep()

Description:

Sends the TimeStep to sleep, stopping Request Animation Frame (or SetTimeout) and toggling the running flag to false.

Source: src/core/TimeStep.js#L767
Since: 3.0.0


smoothDelta

<instance> smoothDelta(delta)

Description:

Takes the delta value and smooths it based on the previous frames.

Called automatically as part of the step.

Parameters:

name

type

optional

description

delta

number

No

The delta value for this step.

Returns: number - The smoothed delta value.

Source: src/core/TimeStep.js#L551
Since: 3.60.0


start

<instance> start(callback)

Description:

Starts the Time Step running, if it is not already doing so. Called automatically by the Game Boot process.

Parameters:

name

type

optional

description

callback

Phaser.Types.Core.TimeStepCallback

No

The callback to be invoked each time the Time Step steps.

Source: src/core/TimeStep.js#L516
Since: 3.0.0


step

<instance> step(time)

Description:

The main step method. This is called each time the browser updates, either by Request Animation Frame, or by Set Timeout. It is responsible for calculating the delta values, frame totals, cool down history and more. You generally should never call this method directly.

Parameters:

name

type

optional

description

time

number

No

The timestamp passed in from RequestAnimationFrame or setTimeout.

Source: src/core/TimeStep.js#L701
Since: 3.0.0


stepLimitFPS

<instance> stepLimitFPS(time)

Description:

The main step method with an fps limiter. This is called each time the browser updates, either by Request Animation Frame, or by Set Timeout. It is responsible for calculating the delta values, frame totals, cool down history and more. You generally should never call this method directly.

Parameters:

name

type

optional

description

time

number

No

The timestamp passed in from RequestAnimationFrame or setTimeout.

Source: src/core/TimeStep.js#L650
Since: 3.60.0


stop

<instance> stop()

Description:

Stops the TimeStep running.

Returns: Phaser.Core.TimeStep - The TimeStep object.

Source: src/core/TimeStep.js#L846
Since: 3.0.0


tick

<instance> tick()

Description:

Manually calls TimeStep.step.

Source: src/core/TimeStep.js#L747
Since: 3.0.0


updateFPS

<instance> updateFPS(time)

Description:

Update the estimate of the frame rate, fps. Every second, the number of frames that occurred in that second are included in an exponential moving average of all frames per second, with an alpha of 0.25. This means that more recent seconds affect the estimated frame rate more than older seconds.

When a browser window is NOT minimized, but is covered up (i.e. you're using another app which has spawned a window over the top of the browser), then it will start to throttle the raf callback time. It waits for a while, and then starts to drop the frame rate at 1 frame per second until it's down to just over 1fps. So if the game was running at 60fps, and the player opens a new window, then after 60 seconds (+ the 'buffer time') it'll be down to 1fps, so rafin'g at 1Hz.

When they make the game visible again, the frame rate is increased at a rate of approx. 8fps, back up to 60fps (or the max it can obtain)

There is no easy way to determine if this drop in frame rate is because the browser is throttling raf, or because the game is struggling with performance because you're asking it to do too much on the device.

Compute the new exponential moving average with an alpha of 0.25.

Parameters:

name

type

optional

description

time

number

No

The timestamp passed in from RequestAnimationFrame or setTimeout.

Source: src/core/TimeStep.js#L615
Since: 3.60.0


wake

<instance> wake([seamless])

Description:

Wakes-up the TimeStep, restarting Request Animation Frame (or SetTimeout) and toggling the running flag to true. The seamless argument controls if the wake-up should adjust the start time or not.

Parameters:

name

type

optional

default

description

seamless

boolean

Yes

false

Adjust the startTime based on the lastTime values.

Source: src/core/TimeStep.js#L783
Since: 3.0.0


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