Struct amethyst_core::timing::Time

source ·
pub struct Time {
    pub last_fixed_update: Instant,
    /* private fields */
}
Expand description

Frame timing values.

Fields

last_fixed_update: Instant

Time at which State::fixed_update was last called.

Implementations

Gets the time difference between frames in seconds.

Gets the time difference between frames.

Gets the time difference between frames in seconds ignoring the time speed multiplier.

Gets the time difference between frames ignoring the time speed multiplier.

Gets the fixed time step in seconds.

Gets the fixed time step.

Gets the current frame number. This increments by 1 every frame. There is no frame 0.

Gets the time at which the last fixed update was called.

Gets the time since the start of the game, taking into account the speed multiplier.

Gets the time since the start of the game as seconds, taking into account the speed multiplier.

Gets the time since the start of the game, ignoring the speed multiplier.

Gets the time since the start of the game as seconds, ignoring the speed multiplier.

Gets the current time speed multiplier.

Gets the total number of frames that have been played in this session. Sets both delta_seconds and delta_time based on the seconds given.

This should only be called by the engine. Bad things might happen if you call this in your game.

Sets both delta_time and delta_seconds based on the duration given.

This should only be called by the engine. Bad things might happen if you call this in your game.

Sets both fixed_seconds and fixed_time based on the seconds given.

Sets both fixed_time and fixed_seconds based on the duration given.

Increments the current frame number by 1.

This should only be called by the engine. Bad things might happen if you call this in your game.

Sets the time multiplier that affects how time values are computed, effectively slowing or speeding up your game.

Panics

This will panic if multiplier is NaN, Infinity, or less than 0.

Indicates a fixed update just finished.

This should only be called by the engine. Bad things might happen if you call this in your game.

Trait Implementations

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This method tests for self and other values to be equal, and is used by ==. Read more
This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more

Auto Trait Implementations

Blanket Implementations

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