Skip to content
A way of handling time and time-related state changes in a highly customizable way, for use with games and virtual worlds
Branch: master
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
lib
spec
.gitignore
README.md
index.js
package-lock.json
package.json

README.md

fantasy-time-crunch

I needed a way of handling a made-up time system in a game, so I made this.

Sample Configuration

const time = {
  // One and only one unit is the smallest measured subdivision of time, defined as a 'tick'
  second: {
    tick: true,
    makes: {minute: 60},
  },

  // Larger units are defined by how many of a smaller unit they are subdivided into
  minute: {
    makes: {hour: 60},
  },

  // Optionally one can define a function to be called when
  // a unit increments (having a bell toll, etc.)
  hour: {
    makes: {day: 24},
    onIncrement() {
      console.log('BING!');
      console.log('Hour: ', this.time.hour);
    },
    // Units can be divided into multiple state changes. For example, a day has two or more states defined
    // by how many hours have passed.
    // 'states' can be an object or a function.
    // In this case, dawn and dusk are different depending
    // on the season
    states() {
      if (this.states.is('winter')) {
        return {
          day: 9, // 0900 -- by default this number represents hours. however, each property returned can also be a function that has access to any time unit.
          night: 20, // 2000
        };
      }
      return {
        day: 6, // 0900
        night: 23, // 2200
      };
    }
  },


  day: {
    makes() {
      const days = this.time.month % 2 ? 31 : 30;
      return {month: days};
    },
    onIncrement() {
      const names = 'MTWHFSU';
      console.log('Day:', names[this.time.day - 1]);
    },
  },
  month: {
    // The 'of' property can also be a function called
    // In this case, even months have 30 days and odd have 31.
    makes: { year: 12},

    // For simpler state changes, an object marking the
    // transitional thresholds is fine.
    states: {
      winter: 11,
      spring: 3,
      summer: 5,
      fall: 9
    }
  }
};
You can’t perform that action at this time.