TimeInfo
Since 0.6Changed in 0.7Changed in next
Simulation clock.
Reached in a behaviour as ctx.time.
Signature
export interface TimeInfo {
/** Simulated seconds since load (scaled). */
readonly now: number
readonly frame: number
/** Fixed tick length, 1/60 s. */
readonly dt: number
/**
* Always 1. A tool's or the editor's time scale paces ticks against the wall clock and changes
* nothing measured in ticks, and a game must not be able to tell a fast-forwarded playtest from play.
*/
readonly scale: number
/**
* Raise the bus event `event` from this behaviour `seconds` of sim time from now, as `ctx.events.emit`
* would then: heard by `onEvent` and `ctx.events.on(event, …)` with `by` this entity's id, delivered at the
* end of the tick it falls due on. A delayed call, without hidden state: the timer is kept in this behaviour's `ctx.state` (under `$after`), so a snapshot, a
* restore and a hot reload carry it and a restart drops it. It waits while the world is paused. `seconds`
* must be finite and not negative, and it is called from a hook or a listener; otherwise
* `time.after-invalid`.
*
* ```ts
* onTriggerEnter(ctx) { ctx.time.after(3, "door-close") }
* init(ctx) { ctx.events.on("door-close", (ev) => { if (ev.by === ctx.entity.id) ctx.state.open = false }) }
* ```
*/
after(seconds: number, event: string, data?: unknown, opts?: AfterOptions): void
}
Import: import type { TimeInfo } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
now | readonly now: number | Simulated seconds since load (scaled). |
frame | readonly frame: number | |
dt | readonly dt: number | Fixed tick length, 1/60 s. |
scale | readonly scale: number | Always 1. A tool's or the editor's time scale paces ticks against the wall clock and changes nothing measured in ticks, and a game must not be able to tell a fast-forwarded playtest from play. |
after | after(seconds: number, event: string, data?: unknown, opts?: AfterOptions): void | Raise the bus event event from this behaviour seconds of sim time from now, as ctx.events.emit would then: heard by onEvent and ctx.events.on(event, …) with by this entity's id, delivered at the end of the tick it falls due on. A delayed call, without hidden state: the timer is kept in this behaviour's ctx.state (under $after), so a snapshot, a restore and a hot reload carry it and a restart drops it. It waits while the world is paused. seconds must be finite and not negative, and it is called from a hook or a listener; otherwise time.after-invalid. ts onTriggerEnter(ctx) { ctx.time.after(3, "door-close") } init(ctx) { ctx.events.on("door-close", (ev) => { if (ev.by === ctx.entity.id) ctx.state.open = false }) } |
Example
The tested fixture fixtures/recipes/jump-pad-and-elevator/scenes/behaviors/camera-zone.ts.
import type { Behavior } from "@argus/api"
/**
* A trigger volume that retunes the camera while the player is inside it.
*
* The engine has no camera-zone concept and needs none: a volume, a `trigger` component and this.
* Here the player's behaviour owns the camera (it re-sends its params when the view is turned), so
* the zone tells it what to change rather than calling `ctx.camera.set` itself. In a scene where
* nothing else writes the camera, the zone can call `ctx.camera.set(kind, params)` directly.
*/
interface Props {
/** `ctx.camera.set` params to merge in on the way in, and on the way out. */
inside?: Record<string, unknown>
outside?: Record<string, unknown>
}
export default {
onTrigger(ctx, trigger) {
const params = trigger.entering ? ctx.props.inside : ctx.props.outside
if (params) ctx.events.emit("camera-zone", { target: trigger.other.id, params })
},
} satisfies Behavior<Record<string, never>, Props>