[][src]Struct amethyst_core::timing::Time

pub struct Time {
    pub last_fixed_update: Instant,
    // some fields omitted
}

Frame timing values.

Fields

Time at which State::fixed_update was last called.

Methods

impl Time
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Gets the time difference between frames in seconds.

Gets the time difference between frames.

Gets the time difference between frames in seconds ignoring the time speed multiplier.

Gets the time difference between frames ignoring the time speed multiplier.

Gets the fixed time step in seconds.

Gets the fixed time step.

Gets the current frame number. This increments by 1 every frame. There is no frame 0.

Gets the time at which the last fixed update was called.

Gets the time since the start of the game, taking into account the speed multiplier.

Gets the time since the start of the game as seconds, taking into account the speed multiplier.

Gets the time since the start of the game, ignoring the speed multiplier.

Gets the time since the start of the game as seconds, ignoring the speed multiplier.

Gets the current time speed multiplier.

Gets the total number of frames that have been played in this session. Sets both delta_seconds and delta_time based on the seconds given.

This should only be called by the engine. Bad things might happen if you call this in your game.

Sets both delta_time and delta_seconds based on the duration given.

This should only be called by the engine. Bad things might happen if you call this in your game.

Sets both fixed_seconds and fixed_time based on the seconds given.

Sets both fixed_time and fixed_seconds based on the duration given.

Increments the current frame number by 1.

This should only be called by the engine. Bad things might happen if you call this in your game.

Sets the time multiplier that affects how time values are computed, effectively slowing or speeding up your game.

Panics

This will panic if multiplier is NaN, Infinity, or less than 0.

Indicates a fixed update just finished.

This should only be called by the engine. Bad things might happen if you call this in your game.

Trait Implementations

impl Default for Time
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impl PartialEq<Time> for Time
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impl Clone for Time
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Performs copy-assignment from source. Read more

impl Copy for Time
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impl Debug for Time
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Auto Trait Implementations

impl Send for Time

impl Sync for Time

Blanket Implementations

impl<T, U> Into for T where
    U: From<T>, 
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impl<T> ToOwned for T where
    T: Clone
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impl<T> From for T
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impl<T, U> TryFrom for T where
    T: From<U>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
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impl<T> Any for T where
    T: 'static + ?Sized
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impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> BorrowMut for T where
    T: ?Sized
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impl<T> Scalar for T where
    T: Copy + PartialEq<T> + Any + Debug
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Tests if Self the same as the type T Read more

impl<T> Same for T

Should always be Self

impl<SS, SP> SupersetOf for SP where
    SS: SubsetOf<SP>, 

impl<T> Any for T where
    T: Any

impl<T> Resource for T where
    T: Any + Send + Sync

impl<T> Event for T where
    T: Send + Sync + 'static, 

impl<T> Erased for T

impl<T> TryDefault for T where
    T: Default

Calls try_default and panics on an error case.

impl<T> Erased for T