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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/Timer.js
Ykkrosh 23c92b7fe3 Fix actor viewer animation offsetting.
Fix attack animation drifts.

This was SVN commit r7612.
2010-06-05 22:23:28 +00:00

68 lines
1.7 KiB
JavaScript

function Timer() {}
Timer.prototype.Schema =
"<a:component type='system'/><empty/>";
Timer.prototype.Init = function()
{
this.id = 0;
this.time = 0;
this.timers = {};
};
Timer.prototype.GetTime = function()
{
return this.time;
}
Timer.prototype.OnUpdate = function(msg)
{
var dt = Math.round(msg.turnLength * 1000);
this.time += dt;
// Collect the timers that need to run
// (We do this in two stages to avoid deleting from the timer list while
// we're in the middle of iterating through it)
var run = [];
for (var id in this.timers)
{
if (this.timers[id][3] <= this.time)
run.push(id);
}
for each (var id in run)
{
var t = this.timers[id];
var cmp = Engine.QueryInterface(t[0], t[1]);
try {
var lateness = this.time - t[3];
cmp[t[2]](t[4], lateness);
} catch (e) {
var stack = e.stack.trimRight().replace(/^/mg, ' '); // indent the stack trace
print("Error in timer on entity "+t[0]+", IID "+t[1]+", function "+t[2]+": "+e+"\n"+stack+"\n");
// TODO: should report in an error log
}
delete this.timers[id];
}
}
/**
* Create a new timer, which will call the 'funcname' method with arguments (data, lateness)
* on the 'iid' component of the 'ent' entity, after at least 'time' milliseconds.
* 'lateness' is how late the timer is executed after the specified time (in milliseconds).
* Returns a non-zero id that can be passed to CancelTimer.
*/
Timer.prototype.SetTimeout = function(ent, iid, funcname, time, data)
{
var id = ++this.id;
this.timers[id] = [ent, iid, funcname, this.time + time, data];
return id;
};
Timer.prototype.CancelTimer = function(id)
{
delete this.timers[id];
};
Engine.RegisterComponentType(IID_Timer, "Timer", Timer);