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feuerwerk/src/core/time.ts
T
adminandClaude Opus 5 3427f84a55
game-maker / gate (push) Successful in 2m11s
game-maker / suite (push) Successful in 7m48s
A game can pause itself and set its own time scale (#167)
Until now only the editor toolbar could pause a running game. A pause
menu inside the game had no way to stop the world while its own graph
kept running, and there was no slow motion.

- Five new nodes: Pause game, Resume game, Is game paused, Set time
  scale and Time scale. Pause and resume take effect on the next frame.
- A game pause stops world time, physics, animations, particles and
  shader time. Only behaviors with the new "Run while paused" switch
  keep running.
- Set time scale 0 freezes the world but graphs keep running, as
  agreed in the issue.
- Play and Stop reset the time scale to 1, Load scene keeps it. The
  pause belongs to the scene, so Load scene and Restart unpause.
- The toolbar pause stays separate and also freezes the menu. When the
  game pauses itself the status line reads "The game paused itself".
- While paused, collision events are not reported, sounds keep
  playing, and the editor run ignores both nodes with a log line.

Findings:
- The first status line was longer than any before and got cut with
  an ellipsis. It is shorter now.
- The e2e harness did not know the key "p". It does now.

Tests:
- ./check.sh: 133 files, 1968 tests, exit 0 (before 132 / 1952)
- npm run build: exit 0
- GM_STEPS=18 fresh: ALL PASSED, 33 checks (before 26)
- 16 new unit tests: 8 catalog cases, game-pause.test.ts, editor run
- 7 new e2e checks in block 18i, driven by real keys in the game
- Six counter-checks all bite: behavior filter, collision lock, world
  time, editor run, clock reset and the game clock in the browser
- Check total 1217 in README is computed (1210 + 7), CI measures it

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 10:27:17 +02:00

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/**
* The one clock everything time-based reads: the world's delta, particle age and shader time. It
* accumulates scaled frames instead of reading the wall clock, which is what makes a global time
* scale a single multiplication – a paused game is scale 0, and nothing underneath has to be
* rebased because the clock itself stands still.
*/
/** A frame longer than this (a breakpoint, a hidden tab) is treated as this long. */
export const MAX_FRAME = 0.1;
/**
* The scale that actually applies: a pause is a scale of 0, and so is anything that is not a
* positive number – time never runs backwards.
*/
export function effectiveScale(scale: number, paused: boolean): number {
if (paused || !Number.isFinite(scale) || scale <= 0) return 0;
return scale;
}
/** How far the clock moves in one frame. */
export function timeStep(dt: number, scale: number, paused: boolean): number {
return Math.min(Math.max(dt, 0), MAX_FRAME) * effectiveScale(scale, paused);
}
export class GameClock {
private seconds = 0;
/** The global time scale: 1 is real time, 2 twice as fast, 0 frozen. */
scale = 1;
/** Seconds the clock has run, in its own scaled time. */
get now(): number {
return this.seconds;
}
/** Moves the clock on and returns the step, which is the delta every ticked world gets. */
advance(dt: number, paused = false): number {
const step = timeStep(dt, this.scale, paused);
this.seconds += step;
return step;
}
/**
* Back to second zero and real time – a run starts there and leaves nothing behind (#167).
* Anything holding an absolute second of this clock has to start over.
*/
reset(): void {
this.seconds = 0;
this.scale = 1;
}
}
export const gameClock = new GameClock();