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_update_timeDeprecated
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.
remaining_update_timeDeprecated
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.
time_since_startDeprecated
Returns the time since the game was initialized,
as reported by the system clock.
Yields the current timeslice to the OS.