Expand description

Timing and measurement functions.

ggez does not try to do any framerate limitation by default. If you want to run at anything other than full-bore max speed all the time, call thread::yield_now() (or timer::yield_now() which does the same thing) to yield to the OS so it has a chance to breathe before continuing with your game. This should prevent it from using 100% CPU as much unless it really needs to. Enabling vsync by setting conf.window_setup.vsync in your Conf object is generally the best way to cap your displayed framerate.

For a more detailed tutorial in how to handle frame timings in games, see http://gafferongames.com/game-physics/fix-your-timestep/

Structs

A structure that contains our time-tracking state.

Functions

average_deltaDeprecated
Gets the average time of a frame, averaged over the last 200 frames.
Check whether or not the desired amount of time has elapsed since the last frame.
deltaDeprecated
Get the time between the start of the last frame and the current one; in other words, the length of the last frame.
fpsDeprecated
Gets the FPS of the game, averaged over the last 200 frames.
Returns the fractional amount of a frame not consumed by check_update_time(). For example, if the desired update frame time is 40 ms (25 fps), and 45 ms have passed since the last frame, check_update_time() will return true and remaining_update_time() will return 5 ms – the amount of time “overflowing” from one frame to the next.
Pauses the current thread for the target duration. Just calls std::thread::sleep() so it’s as accurate as that is (which is usually not very).
ticksDeprecated
Gets the number of times the game has gone through its event loop.
Returns the time since the game was initialized, as reported by the system clock.
Yields the current timeslice to the OS.