Difference between revisions of "Oolite JavaScript Reference: Timer"
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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> |
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− | {{Oolite-class-added|1.70}} |
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'''Timer''' objects are used to perform tasks after a delay or on a repeating schedule. When a timer is created, it is given a function to call, and a ''delay'' and an optional ''interval'' in seconds in [[Time scales in Oolite#Game real time|game real time]]. The ''next fire time'' of the timer is set to the current time + the delay. When the game clock reaches (or passes) the next fire time, the function is called. If the timer has a positive interval, the interval is added to the next fire time. Otherwise, the timer stops. |
'''Timer''' objects are used to perform tasks after a delay or on a repeating schedule. When a timer is created, it is given a function to call, and a ''delay'' and an optional ''interval'' in seconds in [[Time scales in Oolite#Game real time|game real time]]. The ''next fire time'' of the timer is set to the current time + the delay. When the game clock reaches (or passes) the next fire time, the function is called. If the timer has a positive interval, the interval is added to the next fire time. Otherwise, the timer stops. |
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− | '''Note:''' in order for a timer to work consistently, you must keep a reference to it as long as it is in use. The easiest way is to make it a property of your script: <code>this. |
+ | '''Note:''' in order for a timer to work consistently, you must keep a reference to it as long as it is in use. The easiest way is to make it a property of your script: <code>this._timer = new Timer(this, this.doSomething, 5, 5)</code>. If this is not done, the JavaScript runtime may delete the timer at any time to free up memory. |
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− | '''N.B.:''' timers associated with ship scripts do not stop when the ship itself dies. Either the timer is deleted inside the ship's this.shipDied, or a check for the existence of the ship must be placed inside the timer itself, as in the timers examples at the bottom of this page. Timers run independent of the script and are not deleted with a ship script. When the timer is not stopped and uses a property of a removed ship script, it can crash Oolite. |
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== Constructor == |
== Constructor == |
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'''new Timer'''(this : Object, function : Function, delay : Number [, interval : Number]) : Timer |
'''new Timer'''(this : Object, function : Function, delay : Number [, interval : Number]) : Timer |
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Creates a new timer which will call <code>function</code> after <code>delay</code> seconds, and optionally repeatedly every <code>interval</code> seconds. If <code>delay</code> is zero or more, the timer will be started automatically. If <code>interval</code> is 0 or less, the timer will not repeat. If <code>interval</code> is greater than 0 but less than 0.25, it will be rounded up to 0.25. |
Creates a new timer which will call <code>function</code> after <code>delay</code> seconds, and optionally repeatedly every <code>interval</code> seconds. If <code>delay</code> is zero or more, the timer will be started automatically. If <code>interval</code> is 0 or less, the timer will not repeat. If <code>interval</code> is greater than 0 but less than 0.25, it will be rounded up to 0.25. |
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+ | |||
+ | If <code>delay</code> is negative and <code>interval</code> is positive, the timer will initially be stopped. After it is start, it will fire at multiples of <code>interval</code> after its creation time. For instance, if a timer is created stopped with a five-second interval, and started after seven seconds, it will fire after ten seconds. |
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+ | |||
+ | If the <code>this</code> parameter becomes invalid (usually because it’s attached to a ship that’s destroyed, or left behind when the player executes a hyperspace jump), the timer will be stopped and removed automatically. You should use [[Oolite JavaScript Reference: Ship script event handlers#entityDestroyed|entityDestroyed]] in ship scripts to clean up timers. |
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== Properties == |
== Properties == |
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'''interval''' : Number (read/write) |
'''interval''' : Number (read/write) |
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The rate at which the timer repeats. For a one-shot timer, this will be -1. If set to 0 or a negative number, it will be treated as -1. If set to a number between 0 and 0.25, it will be rounded up to 0.25. |
The rate at which the timer repeats. For a one-shot timer, this will be -1. If set to 0 or a negative number, it will be treated as -1. If set to a number between 0 and 0.25, it will be rounded up to 0.25. |
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− | |||
− | === isPersistent === |
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− | {{Oolite-script-item-deprecated|property|1.74|test}} |
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− | '''isPersistent''' : Boolean (read/write) |
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− | A persistent timer will continue to run when the game resets (i.e., the player dies or loads a new game). A non-persistent timer will be stopped when the game is reset (but can be restarted using <code>[[#start|start()]]</code>). Timers are not persistent by default. |
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=== isRunning === |
=== isRunning === |
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Stops the timer, if it is currently running. |
Stops the timer, if it is currently running. |
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+ | Important: Always stop a timer before deleting its JS reference, or a copy of the object will stay around in a timer queue and will keep firing. Without explicit stopping, the timer will only stop with an error when the script it belongs to no longer exists. |
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− | == Examples == |
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+ | [[Category:Oolite JavaScript Reference]] |
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− | |||
− | Timer connected to ship. When the ship dies or when the player leaves the system, its timer is removed. |
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− | this.shipSpawned = function () { |
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− | this.shipTimer = new Timer(this, this.testTimer, 10, 10); |
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− | delete this.shipSpawned; |
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− | }; |
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− | |||
− | this.shipDied = function () { |
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− | if (this.shipTimer) { |
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− | this.shipTimer.stop(); delete this.shipTimer; |
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− | } |
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− | // other shipDied actions. |
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− | ... |
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− | }; |
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− | |||
− | this.playerWillEnterWitchspace = function () { |
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− | if (this.shipTimer) { |
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− | this.shipTimer.stop(); delete this.shipTimer; |
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− | } |
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− | ... |
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− | }; |
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− | this.testTimer = function () { |
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− | // main timer code. |
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− | ... |
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− | }; |
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− | Timer connected to ship. The timer itself keeps track of the ship it's attached to, and removes itself when necessary. |
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− | |||
− | this.shipSpawned = function () { |
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− | this.shipTimer = new Timer(this, this.testTimer, 10, 10); |
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− | delete this.shipSpawned; |
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− | }; |
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− | |||
− | this.testTimer = function () { |
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− | // stop the timer if its associated ship doesn't exist anymore |
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− | if (!this.ship || !this.ship.isValid) { |
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− | log(this.name, "ERROR detected; Timer fired but this.ship is undefined"); |
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− | if (this.shipTimer) { |
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− | this.shipTimer.stop(); |
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− | delete this.shipTimer; |
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− | } |
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− | return; |
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− | } |
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− | // main timer code. |
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− | ... |
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− | }; |
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− | |||
− | [[Category:Oolite scripting]] |
Latest revision as of 21:35, 16 January 2016
Prototype: Object
Subtypes: none
Timer objects are used to perform tasks after a delay or on a repeating schedule. When a timer is created, it is given a function to call, and a delay and an optional interval in seconds in game real time. The next fire time of the timer is set to the current time + the delay. When the game clock reaches (or passes) the next fire time, the function is called. If the timer has a positive interval, the interval is added to the next fire time. Otherwise, the timer stops.
Note: in order for a timer to work consistently, you must keep a reference to it as long as it is in use. The easiest way is to make it a property of your script: this._timer = new Timer(this, this.doSomething, 5, 5)
. If this is not done, the JavaScript runtime may delete the timer at any time to free up memory.
Contents
Constructor
new Timer(this : Object, function : Function, delay : Number [, interval : Number]) : Timer
Creates a new timer which will call function
after delay
seconds, and optionally repeatedly every interval
seconds. If delay
is zero or more, the timer will be started automatically. If interval
is 0 or less, the timer will not repeat. If interval
is greater than 0 but less than 0.25, it will be rounded up to 0.25.
If delay
is negative and interval
is positive, the timer will initially be stopped. After it is start, it will fire at multiples of interval
after its creation time. For instance, if a timer is created stopped with a five-second interval, and started after seven seconds, it will fire after ten seconds.
If the this
parameter becomes invalid (usually because it’s attached to a ship that’s destroyed, or left behind when the player executes a hyperspace jump), the timer will be stopped and removed automatically. You should use entityDestroyed in ship scripts to clean up timers.
Properties
interval
interval : Number (read/write)
The rate at which the timer repeats. For a one-shot timer, this will be -1. If set to 0 or a negative number, it will be treated as -1. If set to a number between 0 and 0.25, it will be rounded up to 0.25.
isRunning
isRunning : Boolean (read-only)
true
if the timer is running, false
if it is stopped.
nextTime
nextTime : Number (read/write when stopped)
The next time the timer will fire, if it is running at that time. This can be modified if the timer is stopped. Note that this is an absolute time, not a delay. You can get the current absolute time using clock.absoluteSeconds
.
Methods
start
function start() : Boolean
Starts the timer, if it is not currently running. This will fail if it is a one-shot timer (i.e., its interval
is -1) and its nextTime
is in the past. Returns true
if successful or the timer was already running, false
on failure (i.e., the same as isRunning
after start()
is called).
stop
function stop()
Stops the timer, if it is currently running.
Important: Always stop a timer before deleting its JS reference, or a copy of the object will stay around in a timer queue and will keep firing. Without explicit stopping, the timer will only stop with an error when the script it belongs to no longer exists.