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/** * A callback which can be added to a ticker. * ```js * ticker.add(() => { * // do something every frame * }); * ``` * @category ticker * @standard */ export type TickerCallback<T> = (this: T, ticker: Ticker) => any; /** * A Ticker class that runs an update loop that other objects listen to. * Used for managing animation frames and timing in a PixiJS application. * * It provides a way to add listeners that will be called on each frame, * allowing for smooth animations and updates. * * Animation frames are requested * only when necessary, e.g., when the ticker is started and the emitter has listeners. * @example * ```ts * // Basic ticker usage * const ticker = new Ticker(); * ticker.add((ticker) => { * // Update every frame * sprite.rotation += 0.1 * ticker.deltaTime; * }); * ticker.start(); * * // Control update priority * ticker.add( * (ticker) => { * // High priority updates run first * physics.update(ticker.deltaTime); * }, * undefined, * UPDATE_PRIORITY.HIGH * ); * * // One-time updates * ticker.addOnce(() => { * console.log('Runs on next frame only'); * }); * ``` * @see {@link TickerPlugin} For use with Application * @see {@link UPDATE_PRIORITY} For priority constants * @see {@link TickerCallback} For listener function type * @category ticker * @standard */ export declare class Ticker { /** * Target frame rate in frames per millisecond. * Used for converting deltaTime to a scalar time delta. * @example * ```ts * // Default is 0.06 (60 FPS) * console.log(Ticker.targetFPMS); // 0.06 * * // Calculate target frame duration * const frameDuration = 1 / Ticker.targetFPMS; // ≈ 16.67ms * * // Use in custom timing calculations * const deltaTime = elapsedMS * Ticker.targetFPMS; * ``` * @remarks * - Default is 0.06 (equivalent to 60 FPS) * - Used in deltaTime calculations * - Affects all ticker instances * @default 0.06 * @see {@link Ticker#deltaTime} For time scaling * @see {@link Ticker#FPS} For actual frame rate */ static targetFPMS: number; /** The private shared ticker instance */ private static _shared; /** The private system ticker instance */ private static _system; /** * Whether or not this ticker should invoke the method {@link Ticker#start|start} * automatically when a listener is added. * @example * ```ts * // Default behavior (manual start) * const ticker = new Ticker(); * ticker.autoStart = false; * ticker.add(() => { * // Won't run until ticker.start() is called * }); * * // Auto-start behavior * const autoTicker = new Ticker(); * autoTicker.autoStart = true; * autoTicker.add(() => { * // Runs immediately when added * }); * ``` * @default false * @see {@link Ticker#start} For manually starting the ticker * @see {@link Ticker#stop} For manually stopping the ticker */ autoStart: boolean; /** * Scalar time value from last frame to this frame. * Used for frame-based animations and updates. * * This value is capped by setting {@link Ticker#minFPS|minFPS} * and is scaled with {@link Ticker#speed|speed}. * > [!NOTE] The cap may be exceeded by scaling. * @example * ```ts * // Basic animation * ticker.add((ticker) => { * // Rotate sprite by 0.1 radians per frame, scaled by deltaTime * sprite.rotation += 0.1 * ticker.deltaTime; * }); * ``` */ deltaTime: number; /** * Scalar time elapsed in milliseconds from last frame to this frame. * Provides precise timing for animations and updates. * * This value is capped by setting {@link Ticker#minFPS|minFPS} * and is scaled with {@link Ticker#speed|speed}. * * If the platform supports DOMHighResTimeStamp, * this value will have a precision of 1 µs. * * Defaults to target frame time * * > [!NOTE] The cap may be exceeded by scaling. * @example * ```ts * // Animation timing * ticker.add((ticker) => { * // Use millisecond timing for precise animations * const progress = (ticker.deltaMS / animationDuration); * sprite.alpha = Math.min(1, progress); * }); * ``` * @default 16.66 */ deltaMS: number; /** * Time elapsed in milliseconds from last frame to this frame. * Provides raw timing information without modifications. * * Opposed to what the scalar {@link Ticker#deltaTime|deltaTime} * is based, this value is neither capped nor scaled. * * If the platform supports DOMHighResTimeStamp, * this value will have a precision of 1 µs. * * Defaults to target frame time * @example * ```ts * // Basic timing information * ticker.add((ticker) => { * console.log(`Raw frame time: ${ticker.elapsedMS}ms`); * }); * ``` * @default 16.66 */ elapsedMS: number; /** * The last time {@link Ticker#update|update} was invoked. * Used for calculating time deltas between frames. * * This value is also reset internally outside of invoking * update, but only when a new animation frame is requested. * * If the platform supports DOMHighResTimeStamp, * this value will have a precision of 1 µs. * @example * ```ts * // Basic timing check * ticker.add(() => { * const timeSinceStart = performance.now() - ticker.lastTime; * console.log(`Time running: ${timeSinceStart}ms`); * }); * ``` */ lastTime: number; /** * Factor of current {@link Ticker#deltaTime|deltaTime}. * Used to scale time for slow motion or fast-forward effects. * @example * ```ts * // Basic speed adjustment * ticker.speed = 0.5; // Half speed (slow motion) * ticker.speed = 2.0; // Double speed (fast forward) * * // Temporary speed changes * function slowMotion() { * const normalSpeed = ticker.speed; * ticker.speed = 0.2; * setTimeout(() => { * ticker.speed = normalSpeed; * }, 1000); * } * ``` */ speed: number; /** * Whether or not this ticker has been started. * * `true` if {@link Ticker#start|start} has been called. * `false` if {@link Ticker#stop|Stop} has been called. * * While `false`, this value may change to `true` in the * event of {@link Ticker#autoStart|autoStart} being `true` * and a listener is added. * @example * ```ts * // Check ticker state * const ticker = new Ticker(); * console.log(ticker.started); // false * * // Start and verify * ticker.start(); * console.log(ticker.started); // true * ``` */ started: boolean; /** The first listener. All new listeners added are chained on this. */ private _head; /** Internal current frame request ID */ private _requestId; /** * Internal value managed by minFPS property setter and getter. * This is the maximum allowed milliseconds between updates. */ private _maxElapsedMS; /** * Internal value managed by minFPS property setter and getter. * This is the minimum allowed milliseconds between updates. */ private _minElapsedMS; /** If enabled, deleting is disabled.*/ private _protected; /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ private _lastFrame; /** * Internal tick method bound to ticker instance. * This is because in early 2015, Function.bind * is still 60% slower in high performance scenarios. * Also separating frame requests from update method * so listeners may be called at any time and with * any animation API, just invoke ticker.update(time). * @param time - Time since last tick. */ private readonly _tick; constructor(); /** * Conditionally requests a new animation frame. * If a frame has not already been requested, and if the internal * emitter has listeners, a new frame is requested. */ private _requestIfNeeded; /** Conditionally cancels a pending animation frame. */ private _cancelIfNeeded; /** * Conditionally requests a new animation frame. * If the ticker has been started it checks if a frame has not already * been requested, and if the internal emitter has listeners. If these * conditions are met, a new frame is requested. If the ticker has not * been started, but autoStart is `true`, then the ticker starts now, * and continues with the previous conditions to request a new frame. */ private _startIfPossible; /** * Register a handler for tick events. Calls continuously unless * it is removed or the ticker is stopped. * @example * ```ts * // Basic update handler * ticker.add((ticker) => { * // Update every frame * sprite.rotation += 0.1 * ticker.deltaTime; * }); * * // With specific context * const game = { * update(ticker) { * this.physics.update(ticker.deltaTime); * } * }; * ticker.add(game.update, game); * * // With priority * ticker.add( * (ticker) => { * // Runs before normal priority updates * physics.update(ticker.deltaTime); * }, * undefined, * UPDATE_PRIORITY.HIGH * ); * ``` * @param fn - The listener function to be added for updates * @param context - The listener context * @param priority - The priority for emitting (default: UPDATE_PRIORITY.NORMAL) * @returns This instance of a ticker * @see {@link Ticker#addOnce} For one-time handlers * @see {@link Ticker#remove} For removing handlers */ add<T = any>(fn: TickerCallback<T>, context?: T, priority?: number): this; /** * Add a handler for the tick event which is only executed once on the next frame. * @example * ```ts * // Basic one-time update * ticker.addOnce(() => { * console.log('Runs next frame only'); * }); * * // With specific context * const game = { * init(ticker) { * this.loadResources(); * console.log('Game initialized'); * } * }; * ticker.addOnce(game.init, game); * * // With priority * ticker.addOnce( * () => { * // High priority one-time setup * physics.init(); * }, * undefined, * UPDATE_PRIORITY.HIGH * ); * ``` * @param fn - The listener function to be added for one update * @param context - The listener context * @param priority - The priority for emitting (default: UPDATE_PRIORITY.NORMAL) * @returns This instance of a ticker * @see {@link Ticker#add} For continuous updates * @see {@link Ticker#remove} For removing handlers */ addOnce<T = any>(fn: TickerCallback<T>, context?: T, priority?: number): this; /** * Internally adds the event handler so that it can be sorted by priority. * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run * before the rendering. * @private * @param listener - Current listener being added. * @returns This instance of a ticker */ private _addListener; /** * Removes any handlers matching the function and context parameters. * If no handlers are left after removing, then it cancels the animation frame. * @example * ```ts * // Basic removal * const onTick = () => { * sprite.rotation += 0.1; * }; * ticker.add(onTick); * ticker.remove(onTick); * * // Remove with context * const game = { * update(ticker) { * this.physics.update(ticker.deltaTime); * } * }; * ticker.add(game.update, game); * ticker.remove(game.update, game); * * // Remove all matching handlers * // (if same function was added multiple times) * ticker.add(onTick); * ticker.add(onTick); * ticker.remove(onTick); // Removes all instances * ``` * @param fn - The listener function to be removed * @param context - The listener context to be removed * @returns This instance of a ticker * @see {@link Ticker#add} For adding handlers * @see {@link Ticker#addOnce} For one-time handlers */ remove<T = any>(fn: TickerCallback<T>, context?: T): this; /** * The number of listeners on this ticker, calculated by walking through linked list. * @example * ```ts * // Check number of active listeners * const ticker = new Ticker(); * console.log(ticker.count); // 0 * * // Add some listeners * ticker.add(() => {}); * ticker.add(() => {}); * console.log(ticker.count); // 2 * * // Check after cleanup * ticker.destroy(); * console.log(ticker.count); // 0 * ``` * @readonly * @see {@link Ticker#add} For adding listeners * @see {@link Ticker#remove} For removing listeners */ get count(): number; /** * Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. * @example * ```ts * // Basic manual start * const ticker = new Ticker(); * ticker.add(() => { * // Animation code here * }); * ticker.start(); * ``` * @see {@link Ticker#stop} For stopping the ticker * @see {@link Ticker#autoStart} For automatic starting * @see {@link Ticker#started} For checking ticker state */ start(): void; /** * Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. * @example * ```ts * // Basic stop * const ticker = new Ticker(); * ticker.stop(); * ``` * @see {@link Ticker#start} For starting the ticker * @see {@link Ticker#started} For checking ticker state * @see {@link Ticker#destroy} For cleaning up the ticker */ stop(): void; /** * Destroy the ticker and don't use after this. Calling this method removes all references to internal events. * @example * ```ts * // Clean up with active listeners * const ticker = new Ticker(); * ticker.add(() => {}); * ticker.destroy(); // Removes all listeners * ``` * @see {@link Ticker#stop} For stopping without destroying * @see {@link Ticker#remove} For removing specific listeners */ destroy(): void; /** * Triggers an update. * * An update entails setting the * current {@link Ticker#elapsedMS|elapsedMS}, * the current {@link Ticker#deltaTime|deltaTime}, * invoking all listeners with current deltaTime, * and then finally setting {@link Ticker#lastTime|lastTime} * with the value of currentTime that was provided. * * This method will be called automatically by animation * frame callbacks if the ticker instance has been started * and listeners are added. * @example * ```ts * // Basic manual update * const ticker = new Ticker(); * ticker.update(performance.now()); * ``` * @param currentTime - The current time of execution (defaults to performance.now()) * @see {@link Ticker#deltaTime} For frame delta value * @see {@link Ticker#elapsedMS} For raw elapsed time */ update(currentTime?: number): void; /** * The frames per second at which this ticker is running. * The default is approximately 60 in most modern browsers. * > [!NOTE] This does not factor in the value of * > {@link Ticker#speed|speed}, which is specific * > to scaling {@link Ticker#deltaTime|deltaTime}. * @example * ```ts * // Basic FPS monitoring * ticker.add(() => { * console.log(`Current FPS: ${Math.round(ticker.FPS)}`); * }); * ``` * @readonly */ get FPS(): number; /** * Manages the maximum amount of milliseconds allowed to * elapse between invoking {@link Ticker#update|update}. * * This value is used to cap {@link Ticker#deltaTime|deltaTime}, * but does not effect the measured value of {@link Ticker#FPS|FPS}. * * When setting this property it is clamped to a value between * `0` and `Ticker.targetFPMS * 1000`. * @example * ```ts * // Set minimum acceptable frame rate * const ticker = new Ticker(); * ticker.minFPS = 30; // Never go below 30 FPS * * // Use with maxFPS for frame rate clamping * ticker.minFPS = 30; * ticker.maxFPS = 60; * * // Monitor delta capping * ticker.add(() => { * // Delta time will be capped based on minFPS * console.log(`Delta time: ${ticker.deltaTime}`); * }); * ``` * @default 10 */ get minFPS(): number; set minFPS(fps: number); /** * Manages the minimum amount of milliseconds required to * elapse between invoking {@link Ticker#update|update}. * * This will effect the measured value of {@link Ticker#FPS|FPS}. * * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. * Otherwise it will be at least `minFPS` * @example * ```ts * // Set minimum acceptable frame rate * const ticker = new Ticker(); * ticker.maxFPS = 60; // Never go above 60 FPS * * // Use with maxFPS for frame rate clamping * ticker.minFPS = 30; * ticker.maxFPS = 60; * * // Monitor delta capping * ticker.add(() => { * // Delta time will be capped based on maxFPS * console.log(`Delta time: ${ticker.deltaTime}`); * }); * ``` * @default 0 */ get maxFPS(): number; set maxFPS(fps: number); /** * The shared ticker instance used by {@link AnimatedSprite} and by * {@link VideoSource} to update animation frames / video textures. * * It may also be used by {@link Application} if created with the `sharedTicker` option property set to true. * * The property {@link Ticker#autoStart|autoStart} is set to `true` for this instance. * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. * @example * import { Ticker } from 'pixi.js'; * * const ticker = Ticker.shared; * // Set this to prevent starting this ticker when listeners are added. * // By default this is true only for the Ticker.shared instance. * ticker.autoStart = false; * * // FYI, call this to ensure the ticker is stopped. It should be stopped * // if you have not attempted to render anything yet. * ticker.stop(); * * // Call this when you are ready for a running shared ticker. * ticker.start(); * @example * import { autoDetectRenderer, Container } from 'pixi.js'; * * // You may use the shared ticker to render... * const renderer = autoDetectRenderer(); * const stage = new Container(); * document.body.appendChild(renderer.view); * ticker.add((time) => renderer.render(stage)); * * // Or you can just update it manually. * ticker.autoStart = false; * ticker.stop(); * const animate = (time) => { * ticker.update(time); * renderer.render(stage); * requestAnimationFrame(animate); * }; * animate(performance.now()); * @type {Ticker} * @readonly */ static get shared(): Ticker; /** * The system ticker instance used by {@link PrepareBase} for core timing * functionality that shouldn't usually need to be paused, unlike the `shared` * ticker which drives visual animations and rendering which may want to be paused. * * The property {@link Ticker#autoStart|autoStart} is set to `true` for this instance. * @type {Ticker} * @readonly * @advanced */ static get system(): Ticker; }