Function macroquad::time::get_time

source ·
pub fn get_time() -> f64
Expand description

Returns elapsed wall-clock time in seconds since start

Note that as real world time progresses during computation, the value returned will change. Therefore if you want your game logic update to happen at the same in-game time for all game objects, you should call this function once save the value and reuse it throughout your code.

Examples found in repository?
examples/tree.rs (line 42)
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async fn main() {
    let camera = Camera2D {
        zoom: vec2(1., 1.),
        target: vec2(0.0, 0.5),
        ..Default::default()
    };

    set_camera(&camera);
    loop {
        clear_background(LIGHTGRAY);

        draw_circle(0., 0., 0.03, DARKGRAY);
        tree(unsafe { get_internal_gl().quad_gl }, get_time(), 0, 1., 0.3);

        next_frame().await
    }
}
More examples
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examples/raw_miniquad.rs (line 32)
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async fn main() {
    let stage = {
        let InternalGlContext {
            quad_context: ctx, ..
        } = unsafe { get_internal_gl() };

        raw_miniquad::Stage::new(ctx)
    };

    loop {
        clear_background(LIGHTGRAY);

        // Render some primitives in camera space

        set_camera(&Camera2D {
            zoom: vec2(1., screen_width() / screen_height()),
            ..Default::default()
        });
        draw_line(-0.4, 0.4, -0.8, 0.9, 0.05, BLUE);
        draw_rectangle(-0.3, 0.3, 0.2, 0.2, GREEN);
        draw_circle(0., 0., 0.1, YELLOW);

        {
            let mut gl = unsafe { get_internal_gl() };

            // Ensure that macroquad's shapes are not going to be lost
            gl.flush();

            let t = get_time();

            gl.quad_context.apply_pipeline(&stage.pipeline);

            gl.quad_context
                .begin_default_pass(miniquad::PassAction::Nothing);
            gl.quad_context.apply_bindings(&stage.bindings);

            for i in 0..10 {
                let t = t + i as f64 * 0.3;

                gl.quad_context
                    .apply_uniforms(miniquad::UniformsSource::table(
                        &raw_miniquad::shader::Uniforms {
                            offset: (t.sin() as f32 * 0.5, (t * 3.).cos() as f32 * 0.5),
                        },
                    ));
                gl.quad_context.draw(0, 6, 1);
            }
            gl.quad_context.end_render_pass();
        }

        // Back to screen space, render some text

        set_default_camera();
        draw_text("HELLO", 30.0, 200.0, 30.0, BLACK);

        next_frame().await
    }
}
examples/text.rs (line 35)
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async fn main() {
    let font = load_ttf_font("./examples/DancingScriptRegular.ttf")
        .await
        .unwrap();

    let mut angle = 0.0;

    loop {
        clear_background(BLACK);

        draw_text_ex("Custom font size:", 20.0, 20.0, TextParams::default());
        let mut y = 20.0;

        for font_size in (30..100).step_by(20) {
            let text = "abcdef";
            let params = TextParams {
                font_size,
                ..Default::default()
            };

            y += font_size as f32;
            draw_text_ex(text, 20.0, y, params);
        }

        draw_text_ex("Dynamic font scale:", 20.0, 400.0, TextParams::default());
        draw_text_ex(
            "abcd",
            20.0,
            450.0,
            TextParams {
                font_size: 50,
                font_scale: get_time().sin() as f32 / 2.0 + 1.0,
                ..Default::default()
            },
        );

        draw_text_ex("Custom font:", 400.0, 20.0, TextParams::default());
        draw_text_ex(
            "abcd",
            400.0,
            70.0,
            TextParams {
                font_size: 50,
                font: Some(&font),
                ..Default::default()
            },
        );

        draw_text_ex(
            "abcd",
            400.0,
            160.0,
            TextParams {
                font_size: 100,
                font: Some(&font),
                ..Default::default()
            },
        );

        draw_text_ex(
            "abcd",
            screen_width() / 4.0 * 2.0,
            screen_height() / 3.0 * 2.0,
            TextParams {
                font_size: 70,
                font: Some(&font),
                rotation: angle,
                ..Default::default()
            },
        );

        let center = get_text_center("abcd", Option::None, 70, 1.0, angle * 2.0);
        draw_text_ex(
            "abcd",
            screen_width() / 4.0 * 3.0 - center.x,
            screen_height() / 3.0 * 2.0 - center.y,
            TextParams {
                font_size: 70,
                rotation: angle * 2.0,
                ..Default::default()
            },
        );

        angle -= 0.030;

        next_frame().await
    }
}
examples/snake.rs (line 25)
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async fn main() {
    let mut snake = Snake {
        head: (0, 0),
        dir: (1, 0),
        body: LinkedList::new(),
    };
    let mut fruit: Point = (rand::gen_range(0, SQUARES), rand::gen_range(0, SQUARES));
    let mut score = 0;
    let mut speed = 0.3;
    let mut last_update = get_time();
    let mut navigation_lock = false;
    let mut game_over = false;

    let up = (0, -1);
    let down = (0, 1);
    let right = (1, 0);
    let left = (-1, 0);

    loop {
        if !game_over {
            if is_key_down(KeyCode::Right) && snake.dir != left && !navigation_lock {
                snake.dir = right;
                navigation_lock = true;
            } else if is_key_down(KeyCode::Left) && snake.dir != right && !navigation_lock {
                snake.dir = left;
                navigation_lock = true;
            } else if is_key_down(KeyCode::Up) && snake.dir != down && !navigation_lock {
                snake.dir = up;
                navigation_lock = true;
            } else if is_key_down(KeyCode::Down) && snake.dir != up && !navigation_lock {
                snake.dir = down;
                navigation_lock = true;
            }

            if get_time() - last_update > speed {
                last_update = get_time();
                snake.body.push_front(snake.head);
                snake.head = (snake.head.0 + snake.dir.0, snake.head.1 + snake.dir.1);
                if snake.head == fruit {
                    fruit = (rand::gen_range(0, SQUARES), rand::gen_range(0, SQUARES));
                    score += 100;
                    speed *= 0.9;
                } else {
                    snake.body.pop_back();
                }
                if snake.head.0 < 0
                    || snake.head.1 < 0
                    || snake.head.0 >= SQUARES
                    || snake.head.1 >= SQUARES
                {
                    game_over = true;
                }
                for (x, y) in &snake.body {
                    if *x == snake.head.0 && *y == snake.head.1 {
                        game_over = true;
                    }
                }
                navigation_lock = false;
            }
        }
        if !game_over {
            clear_background(LIGHTGRAY);

            let game_size = screen_width().min(screen_height());
            let offset_x = (screen_width() - game_size) / 2. + 10.;
            let offset_y = (screen_height() - game_size) / 2. + 10.;
            let sq_size = (screen_height() - offset_y * 2.) / SQUARES as f32;

            draw_rectangle(offset_x, offset_y, game_size - 20., game_size - 20., WHITE);

            for i in 1..SQUARES {
                draw_line(
                    offset_x,
                    offset_y + sq_size * i as f32,
                    screen_width() - offset_x,
                    offset_y + sq_size * i as f32,
                    2.,
                    LIGHTGRAY,
                );
            }

            for i in 1..SQUARES {
                draw_line(
                    offset_x + sq_size * i as f32,
                    offset_y,
                    offset_x + sq_size * i as f32,
                    screen_height() - offset_y,
                    2.,
                    LIGHTGRAY,
                );
            }

            draw_rectangle(
                offset_x + snake.head.0 as f32 * sq_size,
                offset_y + snake.head.1 as f32 * sq_size,
                sq_size,
                sq_size,
                DARKGREEN,
            );

            for (x, y) in &snake.body {
                draw_rectangle(
                    offset_x + *x as f32 * sq_size,
                    offset_y + *y as f32 * sq_size,
                    sq_size,
                    sq_size,
                    LIME,
                );
            }

            draw_rectangle(
                offset_x + fruit.0 as f32 * sq_size,
                offset_y + fruit.1 as f32 * sq_size,
                sq_size,
                sq_size,
                GOLD,
            );

            draw_text(format!("SCORE: {score}").as_str(), 10., 20., 20., DARKGRAY);
        } else {
            clear_background(WHITE);
            let text = "Game Over. Press [enter] to play again.";
            let font_size = 30.;
            let text_size = measure_text(text, None, font_size as _, 1.0);

            draw_text(
                text,
                screen_width() / 2. - text_size.width / 2.,
                screen_height() / 2. + text_size.height / 2.,
                font_size,
                DARKGRAY,
            );

            if is_key_down(KeyCode::Enter) {
                snake = Snake {
                    head: (0, 0),
                    dir: (1, 0),
                    body: LinkedList::new(),
                };
                fruit = (rand::gen_range(0, SQUARES), rand::gen_range(0, SQUARES));
                score = 0;
                speed = 0.3;
                last_update = get_time();
                game_over = false;
            }
        }
        next_frame().await;
    }
}
examples/asteroids.rs (line 54)
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async fn main() {
    let mut ship = Ship {
        pos: Vec2::new(screen_width() / 2., screen_height() / 2.),
        rot: 0.,
        vel: Vec2::new(0., 0.),
    };

    let mut bullets = Vec::new();
    let mut last_shot = get_time();
    let mut asteroids = Vec::new();
    let mut gameover = false;

    let mut screen_center;

    loop {
        if gameover {
            clear_background(LIGHTGRAY);
            let mut text = "You Win!. Press [enter] to play again.";
            let font_size = 30.;

            if asteroids.len() > 0 {
                text = "Game Over. Press [enter] to play again.";
            }
            let text_size = measure_text(text, None, font_size as _, 1.0);
            draw_text(
                text,
                screen_width() / 2. - text_size.width / 2.,
                screen_height() / 2. - text_size.height / 2.,
                font_size,
                DARKGRAY,
            );
            if is_key_down(KeyCode::Enter) {
                ship = Ship {
                    pos: Vec2::new(screen_width() / 2., screen_height() / 2.),
                    rot: 0.,
                    vel: Vec2::new(0., 0.),
                };
                bullets = Vec::new();
                asteroids = Vec::new();
                gameover = false;
                screen_center = Vec2::new(screen_width() / 2., screen_height() / 2.);
                for _ in 0..10 {
                    asteroids.push(Asteroid {
                        pos: screen_center
                            + Vec2::new(rand::gen_range(-1., 1.), rand::gen_range(-1., 1.))
                                .normalize()
                                * screen_width().min(screen_height())
                                / 2.,
                        vel: Vec2::new(rand::gen_range(-1., 1.), rand::gen_range(-1., 1.)),
                        rot: 0.,
                        rot_speed: rand::gen_range(-2., 2.),
                        size: screen_width().min(screen_height()) / 10.,
                        sides: rand::gen_range(3, 8),
                        collided: false,
                    })
                }
            }
            next_frame().await;
            continue;
        }
        let frame_t = get_time();
        let rotation = ship.rot.to_radians();

        let mut acc = -ship.vel / 100.; // Friction

        // Forward
        if is_key_down(KeyCode::Up) {
            acc = Vec2::new(rotation.sin(), -rotation.cos()) / 3.;
        }

        // Shot
        if is_key_down(KeyCode::Space) && frame_t - last_shot > 0.5 {
            let rot_vec = Vec2::new(rotation.sin(), -rotation.cos());
            bullets.push(Bullet {
                pos: ship.pos + rot_vec * SHIP_HEIGHT / 2.,
                vel: rot_vec * 7.,
                shot_at: frame_t,
                collided: false,
            });
            last_shot = frame_t;
        }

        // Steer
        if is_key_down(KeyCode::Right) {
            ship.rot += 5.;
        } else if is_key_down(KeyCode::Left) {
            ship.rot -= 5.;
        }

        // Euler integration
        ship.vel += acc;
        if ship.vel.length() > 5. {
            ship.vel = ship.vel.normalize() * 5.;
        }
        ship.pos += ship.vel;
        ship.pos = wrap_around(&ship.pos);

        // Move each bullet
        for bullet in bullets.iter_mut() {
            bullet.pos += bullet.vel;
        }

        // Move each asteroid
        for asteroid in asteroids.iter_mut() {
            asteroid.pos += asteroid.vel;
            asteroid.pos = wrap_around(&asteroid.pos);
            asteroid.rot += asteroid.rot_speed;
        }

        // Bullet lifetime
        bullets.retain(|bullet| bullet.shot_at + 1.5 > frame_t);

        let mut new_asteroids = Vec::new();
        for asteroid in asteroids.iter_mut() {
            // Asteroid/ship collision
            if (asteroid.pos - ship.pos).length() < asteroid.size + SHIP_HEIGHT / 3. {
                gameover = true;
                break;
            }

            // Asteroid/bullet collision
            for bullet in bullets.iter_mut() {
                if (asteroid.pos - bullet.pos).length() < asteroid.size {
                    asteroid.collided = true;
                    bullet.collided = true;

                    // Break the asteroid
                    if asteroid.sides > 3 {
                        new_asteroids.push(Asteroid {
                            pos: asteroid.pos,
                            vel: Vec2::new(bullet.vel.y, -bullet.vel.x).normalize()
                                * rand::gen_range(1., 3.),
                            rot: rand::gen_range(0., 360.),
                            rot_speed: rand::gen_range(-2., 2.),
                            size: asteroid.size * 0.8,
                            sides: asteroid.sides - 1,
                            collided: false,
                        });
                        new_asteroids.push(Asteroid {
                            pos: asteroid.pos,
                            vel: Vec2::new(-bullet.vel.y, bullet.vel.x).normalize()
                                * rand::gen_range(1., 3.),
                            rot: rand::gen_range(0., 360.),
                            rot_speed: rand::gen_range(-2., 2.),
                            size: asteroid.size * 0.8,
                            sides: asteroid.sides - 1,
                            collided: false,
                        })
                    }
                    break;
                }
            }
        }

        // Remove the collided objects
        bullets.retain(|bullet| bullet.shot_at + 1.5 > frame_t && !bullet.collided);
        asteroids.retain(|asteroid| !asteroid.collided);
        asteroids.append(&mut new_asteroids);

        // You win?
        if asteroids.len() == 0 {
            gameover = true;
        }

        if gameover {
            continue;
        }

        clear_background(LIGHTGRAY);

        for bullet in bullets.iter() {
            draw_circle(bullet.pos.x, bullet.pos.y, 2., BLACK);
        }

        for asteroid in asteroids.iter() {
            draw_poly_lines(
                asteroid.pos.x,
                asteroid.pos.y,
                asteroid.sides,
                asteroid.size,
                asteroid.rot,
                2.,
                BLACK,
            )
        }

        let v1 = Vec2::new(
            ship.pos.x + rotation.sin() * SHIP_HEIGHT / 2.,
            ship.pos.y - rotation.cos() * SHIP_HEIGHT / 2.,
        );
        let v2 = Vec2::new(
            ship.pos.x - rotation.cos() * SHIP_BASE / 2. - rotation.sin() * SHIP_HEIGHT / 2.,
            ship.pos.y - rotation.sin() * SHIP_BASE / 2. + rotation.cos() * SHIP_HEIGHT / 2.,
        );
        let v3 = Vec2::new(
            ship.pos.x + rotation.cos() * SHIP_BASE / 2. - rotation.sin() * SHIP_HEIGHT / 2.,
            ship.pos.y + rotation.sin() * SHIP_BASE / 2. + rotation.cos() * SHIP_HEIGHT / 2.,
        );
        draw_triangle_lines(v1, v2, v3, 2., BLACK);

        next_frame().await
    }
}