[][src]Struct coffee::Timer

pub struct Timer { /* fields omitted */ }

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[src]

pub fn has_ticked(&self) -> bool[src]

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[src]

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

impl Debug for Timer[src]

Auto Trait Implementations

impl Send for Timer

impl Sync for Timer

Blanket Implementations

impl<T, U> Into for T where
    U: From<T>, 
[src]

impl<T> From for T[src]

impl<T, U> TryFrom for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> BorrowMut for T where
    T: ?Sized
[src]

impl<T, U> TryInto for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

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>, 

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>,