Difference between revisions of "Oolite JavaScript Reference: Clock"
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<small>'''Prototype:''' <code>Object</code></small><br /> |
<small>'''Prototype:''' <code>Object</code></small><br /> |
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− | <small>'''Subtypes:''' none |
+ | <small>'''Subtypes:''' none</small> |
− | {{Oolite-class-added|1.70}} |
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+ | The '''clock''' global object is used to tell the time. Apart from <code>[[#absoluteSeconds|absoluteSeconds]]</code>, all its properties have to do with [[Time scales in Oolite#Game clock time|game clock time]]. |
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− | |||
− | The '''clock''' global object is used to tell the time. Apart from <code>[[#absoluteSeconds|absoluteSeconds()]]</code>, all its properties have to do with [[Time scales in Oolite#Game clock time|game clock time]]. |
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== Properties == |
== Properties == |
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'''isAdjusting''' : Boolean (read-only) |
'''isAdjusting''' : Boolean (read-only) |
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True if the clock is being adjusted, i.e. running faster than real time, as happens after jumps, after docking and when buying or selling items. |
True if the clock is being adjusted, i.e. running faster than real time, as happens after jumps, after docking and when buying or selling items. |
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+ | |||
+ | === adjustedSeconds === |
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+ | {{oolite-prop-added|1.77}} |
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+ | '''adjustedSeconds''' : Number (read-only) |
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+ | The adjusted current time. If the clock is not being adjusted, this will be equal to [[#seconds|seconds]]. Otherwise, it will be <code>seconds</code> plus the number of seconds remaining of the adjustment. |
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+ | |||
+ | === legacy_scriptTimer === |
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+ | '''legacy_scriptTimer''' : Number (read-only) |
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+ | The current value of the legacy scriptTimer. |
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== Methods == |
== Methods == |
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+ | === addSeconds === |
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+ | '''addSeconds'''(timeInSeconds : Number) |
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+ | Adds "timeInSeconds" to the current time. Value must be positive and no greater than the equivalent of 30 days (60 * 60 * 24 * 30 = 2592000 seconds) |
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+ | |||
=== clockStringForTime === |
=== clockStringForTime === |
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'''clockStringForTime'''(timeInSeconds : Number) : String |
'''clockStringForTime'''(timeInSeconds : Number) : String |
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(Whether such a message should be specified with one-second precision is another matter. More flexible tools for date calculations may be added later.) |
(Whether such a message should be specified with one-second precision is another matter. More flexible tools for date calculations may be added later.) |
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− | [[Category:Oolite |
+ | [[Category:Oolite JavaScript Reference]] |
Latest revision as of 11:49, 29 November 2012
Prototype: Object
Subtypes: none
The clock global object is used to tell the time. Apart from absoluteSeconds
, all its properties have to do with game clock time.
Contents
Properties
absoluteSeconds
absoluteSeconds : Number (read-only)
The game real time clock. Roughly speaking, this is the number of seconds since the game was started, not counting time in which it was paused.
seconds
seconds : Number (read-only)
The current time in game clock time, in seconds since the epoch. If the current clock time is 2084004:17:13:42, seconds
will be at least 180058007622 and less than 180058007623.
See Also: secondsComponent
minutes
minutes : Number (read-only)
The current time in game clock time, in integer minutes since the epoch. If the current clock time is 2084004:17:13:42, minutes
will be 3000966793.
See Also: minutesComponent
hours
hours : Number (read-only)
The current time in game clock time, in integer hours since the epoch. If the current clock time is 2084004:17:13:42, hours
will be 50016113.
See Also: hoursComponent
days
days : Number (read-only)
The current time in game clock time, in integer days since the epoch. If the current clock time is 2084004:17:13:42, days
will be 2084004.
secondsComponent
secondsComponent : Number (read-only)
The second component of the clock time. If the current clock time is 2084004:17:13:42, secondsComponent
will be 42.
See Also: seconds
minutesComponent
minutesComponent : Number (read-only)
The minute component of the clock time. If the current clock time is 2084004:17:13:42, minutesComponent
will be 13.
See Also: minutes
hoursComponent
hoursComponent : Number (read-only)
The hour component of the clock time. If the current clock time is 2084004:17:13:42, hoursComponent
will be 17.
See Also: hours
daysComponent
daysComponent : Number (read-only)
Same as days
, included only for completeness.
clockString
clockString : String (read-only)
The clock as displayed in the HUD, including “(adjusting)” if appropriate. If the current clock time is 2084004:17:13:42 and the clock is not being adjusted, clockString
will be “2084004:17:13:42”.
isAdjusting
isAdjusting : Boolean (read-only)
True if the clock is being adjusted, i.e. running faster than real time, as happens after jumps, after docking and when buying or selling items.
adjustedSeconds
This property was added in Oolite test release 1.77.
adjustedSeconds : Number (read-only)
The adjusted current time. If the clock is not being adjusted, this will be equal to seconds. Otherwise, it will be seconds
plus the number of seconds remaining of the adjustment.
legacy_scriptTimer
legacy_scriptTimer : Number (read-only)
The current value of the legacy scriptTimer.
Methods
addSeconds
addSeconds(timeInSeconds : Number)
Adds "timeInSeconds" to the current time. Value must be positive and no greater than the equivalent of 30 days (60 * 60 * 24 * 30 = 2592000 seconds)
clockStringForTime
clockStringForTime(timeInSeconds : Number) : String
Returns a display string for a given time, specified in seconds, in the same format as clockString
. For instance, to specify that something must be done within a day, you might say:
var message = "This task must be completed by " + clock.clockStringForTime(clock.seconds + 24 * 60 * 60) + ", or all will be lost!"
(Whether such a message should be specified with one-second precision is another matter. More flexible tools for date calculations may be added later.)