[−][src]Module ggez::timer
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
TimeContext | A structure that contains our time-tracking state. |
Functions
average_delta | Gets the average time of a frame, averaged over the last 200 frames. |
check_update_time | Check whether or not the desired amount of time has elapsed since the last frame. |
delta | Get the time between the start of the last frame and the current one; in other words, the length of the last frame. |
duration_to_f64 | A convenience function to convert a Rust |
f64_to_duration | A convenience function to create a Rust |
fps | Gets the FPS of the game, averaged over the last 200 frames. |
remaining_update_time | Returns the fractional amount of a frame not consumed
by |
sleep | Pauses the current thread for the target duration.
Just calls |
ticks | Gets the number of times the game has gone through its event loop. |
time_since_start | Returns the time since the game was initialized, as reported by the system clock. |
yield_now | Yields the current timeslice to the OS. |