Difference between revisions of "Oolite JavaScript Reference: Clock"
Eric Walch (talk | contribs) m (changed hours into days) |
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'''clockStringForTime'''(timeInSeconds : Number) : String | '''clockStringForTime'''(timeInSeconds : Number) : String | ||
Returns a display string for a given time, specified in seconds, in the same format as <code>[[#clockString|clockString]]</code>. For instance, to specify that something must be done within a day, you might say: | Returns a display string for a given time, specified in seconds, in the same format as <code>[[#clockString|clockString]]</code>. For instance, to specify that something must be done within a day, you might say: | ||
| − | + | var message = "This task must be completed by " + clock.clockStringForTime(clock.seconds + 24 * 60 * 60) + ", or all will be lost!" | |
(Whether such a message should be specified with one-second precision is another matter. More flexible tools for date calculations may be added later.) | (Whether such a message should be specified with one-second precision is another matter. More flexible tools for date calculations may be added later.) | ||
[[Category:Oolite scripting]] | [[Category:Oolite scripting]] | ||
Revision as of 10:54, 5 October 2009
Prototype: Object
Subtypes: none
This class was added in Oolite test release 1.70.
The clock global object is used to tell the time. Apart from absoluteSeconds(), all its properties have to do with game clock time.
Contents
Properties
absoluteSeconds
absoluteSeconds : Number (read-only)
The game real time clock. Roughly speaking, this is the number of seconds since the game was started, not counting time in which it was paused.
seconds
seconds : Number (read-only)
The current time in game clock time, in seconds since the epoch. If the current clock time is 2084004:17:13:42, seconds will be at least 180058007622 and less than 180058007623.
See Also: secondsComponent
minutes
minutes : Number (read-only)
The current time in game clock time, in integer minutes since the epoch. If the current clock time is 2084004:17:13:42, minutes will be 3000966793.
See Also: minutesComponent
hours
hours : Number (read-only)
The current time in game clock time, in integer hours since the epoch. If the current clock time is 2084004:17:13:42, hours will be 50016113.
See Also: hoursComponent
days
days : Number (read-only)
The current time in game clock time, in integer days since the epoch. If the current clock time is 2084004:17:13:42, days will be 2084004.
secondsComponent
secondsComponent : Number (read-only)
The second component of the clock time. If the current clock time is 2084004:17:13:42, secondsComponent will be 42.
See Also: seconds
minutesComponent
minutesComponent : Number (read-only)
The minute component of the clock time. If the current clock time is 2084004:17:13:42, minutesComponent will be 13.
See Also: minutes
hoursComponent
hoursComponent : Number (read-only)
The hour component of the clock time. If the current clock time is 2084004:17:13:42, hoursComponent will be 17.
See Also: hours
daysComponent
daysComponent : Number (read-only)
Same as days, included only for completeness.
clockString
clockString : String (read-only)
The clock as displayed in the HUD, including “(adjusting)” if appropriate. If the current clock time is 2084004:17:13:42 and the clock is not being adjusted, clockString will be “2084004:17:13:42”.
isAdjusting
isAdjusting : Boolean (read-only)
True if the clock is being adjusted, i.e. running faster than real time, as happens after jumps, after docking and when buying or selling items.
Methods
clockStringForTime
clockStringForTime(timeInSeconds : Number) : String
Returns a display string for a given time, specified in seconds, in the same format as clockString. For instance, to specify that something must be done within a day, you might say:
var message = "This task must be completed by " + clock.clockStringForTime(clock.seconds + 24 * 60 * 60) + ", or all will be lost!"
(Whether such a message should be specified with one-second precision is another matter. More flexible tools for date calculations may be added later.)