TestClock
Hierarchy
- Clock
- TestClock
Index
Constructors
Properties
Methods
Constructors
constructor
Parameters
options: ClockOptions & TestClockOptions
Returns TestClock
Properties
publicfpsSampler
Methods
publicelapsed
Get the elapsed time for the last completed frame
Returns number
publicisRunning
Returns if the clock is currently running
Returns boolean
publicnow
Get the current time in milliseconds
Returns number
run
Run a number of steps that tick the clock, optionally specify an elapsed time in milliseconds
Parameters
numberOfSteps: number
optionaloverrideUpdateMs: number
Returns void
publicschedule
Schedule a callback to fire given a timeout in milliseconds using the excalibur [[Clock]]
This is useful to use over the built in browser
setTimeout
because callbacks will be tied to the excalibur update clock, instead of browser time, this means that callbacks wont fire if the game is stopped or paused.Parameters
cb: (elapsedMs: number) => any
callback to fire
timeoutMs: number = 0
Optionally specify a timeout in milliseconds from now, default is 0ms which means the next possible tick
timing: ScheduledCallbackTiming = 'preframe'
Optionally specify a timeout in milliseconds from now, default is 0ms which means the next possible tick
Returns void
publicsetFatalExceptionHandler
Parameters
handler: (e: unknown) => any
Returns void
publicstart
Start the clock, it will then periodically call the tick(elapsedMilliseconds) since the last tick
Returns void
step
Manually step the clock forward 1 tick, optionally specify an elapsed time in milliseconds
Parameters
optionaloverrideUpdateMs: number
Returns void
publicstop
Stop the clock, tick() is no longer called
Returns void
publictoStandardClock
Returns StandardClock
publictoTestClock
Returns TestClock
The TestClock is meant for debugging interactions in excalibur that require precise timing to replicate or test