[−][src]Struct coffee::Timer
The timer of your game.
A Timer
is updated once per frame, and it ticks Game::TICKS_PER_SECOND
times every second. When the timer ticks, your game is updated.
Methods
impl Timer
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pub fn has_ticked(&self) -> bool
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Returns true
if the Timer
has ticked since its last update.
This tells you whether your game has been updated or not during a frame.
You can use this to avoid computations during Game::draw
when your
game has not been updated during a particular frame.
pub fn next_tick_proximity(&self) -> f32
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Returns how close the next tick is.
The returned value is in the [0.0, 1.0]
interval. You should use this
value in your Game::draw
function to perform graphics
interpolation. You can read more about it in this excellent article.
Trait Implementations
Auto Trait Implementations
Blanket Implementations
impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T> From for T
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impl<T, U> TryFrom for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T, U> TryInto for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Erased for T
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
Sets value
as a parameter of self
.
impl<T> Same for T
type Output = T
Should always be Self
impl<SS, SP> SupersetOf for SP where
SS: SubsetOf<SP>,
SS: SubsetOf<SP>,