/** Function is called by BatchTiledMapRenderer render(), lastTiledMapRenderTime is used to keep all of the tiles in lock-step * animation and avoids having to call TimeUtils.millis() in getTextureRegion() */ public static void updateAnimationBaseTime () { lastTiledMapRenderTime = TimeUtils.millis() - initialTimeOffset; }
@Override public void create () { // test nanos -> millis -> nanos long now = TimeUtils.nanoTime(); long nowConvertToMillis = TimeUtils.nanosToMillis(now); long nowConvertBackToNanos = TimeUtils.millisToNanos(nowConvertToMillis); assertEpsilonEqual(now, nowConvertBackToNanos, "Nano -> Millis conversion"); // test millis -> nanos -> millis long millis = TimeUtils.millis(); long millisToNanos = TimeUtils.millisToNanos(millis); long nanosToMillis = TimeUtils.nanosToMillis(millisToNanos); assertAbsoluteEqual(millis, nanosToMillis, "Millis -> Nanos conversion"); // test comparison for 1 sec long oneSecondMillis = 1000; long oneSecondNanos = 1000000000; assertAbsoluteEqual(oneSecondMillis, TimeUtils.nanosToMillis(oneSecondNanos), "One Second Comparison, Nano -> Millis"); assertAbsoluteEqual(TimeUtils.millisToNanos(oneSecondMillis), oneSecondNanos, "One Second Comparison, Millis -> Nanos"); }
/** If true, sets the visual pressed time to now. If false, clears the visual pressed time. */ public void setVisualPressed (boolean visualPressed) { if (visualPressed) visualPressedTime = TimeUtils.millis() + (long)(visualPressedDuration * 1000); else visualPressedTime = 0; }
/** Returns true if a touch is over the actor or within the tap square or has been very recently. This allows the UI to show a * press and release that was so fast it occurred within a single frame. */ public boolean isVisualPressed () { if (pressed) return true; if (visualPressedTime <= 0) return false; if (visualPressedTime > TimeUtils.millis()) return true; visualPressedTime = 0; return false; }
/** If true, sets the visual pressed time to now. If false, clears the visual pressed time. */ public void setVisualPressed (boolean visualPressed) { if (visualPressed) visualPressedTime = TimeUtils.millis() + (long)(visualPressedDuration * 1000); else visualPressedTime = 0; }
/** Get the time in millis passed since a previous time * @param prevTime - must be milliseconds * @return - time passed since prevTime in milliseconds */ public static long timeSinceMillis (long prevTime) { return millis() - prevTime; } }
/** Function is called by BatchTiledMapRenderer render(), lastTiledMapRenderTime is used to keep all of the tiles in lock-step * animation and avoids having to call TimeUtils.millis() in getTextureRegion() */ public static void updateAnimationBaseTime () { lastTiledMapRenderTime = TimeUtils.millis() - initialTimeOffset; }
/** Get the time in millis passed since a previous time * @param prevTime - must be milliseconds * @return - time passed since prevTime in milliseconds */ public static long timeSinceMillis (long prevTime) { return millis() - prevTime; } }
/** Returns true if a touch is over the actor or within the tap square or has been very recently. This allows the UI to show a * press and release that was so fast it occurred within a single frame. */ public boolean isVisualPressed () { if (pressed) return true; if (visualPressedTime <= 0) return false; if (visualPressedTime > TimeUtils.millis()) return true; visualPressedTime = 0; return false; }
/** Updates the AssetManager continuously for the specified number of milliseconds, yielding the CPU to the loading thread * between updates. This may block for less time if all loading tasks are complete. This may block for more time if the portion * of a single task that happens in the GL thread takes a long time. * @return true if all loading is finished. */ public boolean update (int millis) { long endTime = TimeUtils.millis() + millis; while (true) { boolean done = update(); if (done || TimeUtils.millis() > endTime) return done; ThreadUtils.yield(); } }
/** Updates the AssetManager continuously for the specified number of milliseconds, yielding the CPU to the loading thread * between updates. This may block for less time if all loading tasks are complete. This may block for more time if the portion * of a single task that happens in the GL thread takes a long time. * @return true if all loading is finished. */ public boolean update (int millis) { long endTime = TimeUtils.millis() + millis; while (true) { boolean done = update(); if (done || TimeUtils.millis() > endTime) return done; ThreadUtils.yield(); } }
@Override public void enter(Caveman caveman) { if(caveman.threatened) caveman.say("OMG! This dinosaur is gonna eat me!"); else caveman.say("It's gonna be a long way to home..."); beginningTime = TimeUtils.millis(); }
/** Get the time in millis passed since a previous time * @param prevTime - must be milliseconds * @return - time passed since prevTime in milliseconds */ public static long timeSinceMillis (long prevTime) { return millis() - prevTime; } }
/** Returns true if a touch is over the actor or within the tap square or has been very recently. This allows the UI to show a * press and release that was so fast it occurred within a single frame. */ public boolean isVisualPressed () { if (pressed) return true; if (visualPressedTime <= 0) return false; if (visualPressedTime > TimeUtils.millis()) return true; visualPressedTime = 0; return false; }
@Override public void enter(Caveman caveman) { caveman.say("Feeling great at home"); arrivalTime = TimeUtils.millis(); }
@Override public void enter(Dinosaur dinosaur) { beginningTime = TimeUtils.millis(); dinosaur.say("On my way to home"); }
@Override public void connected(String token, String expiresIn) { isConnected = true; long expiresInMillisFromNow = Long.valueOf(expiresIn) * 1000L; long expiresInMillisTimestamp = expiresInMillisFromNow + TimeUtils.millis(); accessToken = new GDXFacebookAccessToken(token, expiresInMillisTimestamp); storeToken(accessToken); // callback.onSuccess(new SignInResult(accessToken, "Silently logged in. AccessToken and permissions are valid.")); validatePermissions(permissions, callback); }
@Override public void connected(String token, String expiresIn) { isConnected = true; long expiresInMillisFromNow = Long.valueOf(expiresIn) * 1000L; long expiresInMillisTimestamp = expiresInMillisFromNow + TimeUtils.millis(); accessToken = new GDXFacebookAccessToken(token, expiresInMillisTimestamp); storeToken(accessToken); // callback.onSuccess(new SignInResult(accessToken, "Silently logged in. AccessToken and permissions are valid.")); validatePermissions(permissions, callback); }
private void play() { id = data.getSound().play(); startTime = TimeUtils.millis(); } }
@Override public void update(Caveman caveman) { caveman.increaseHungry(.01f); caveman.decreaseEnergy(.01f); if(TimeUtils.millis() - beginningTime > 4000) if(caveman.threatened) { caveman.threatened = false; caveman.getFSM().changeState(IDLE); } else caveman.getFSM().changeState(EAT); }