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.)