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fixed_timestep.rs
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fixed_timestep.rs
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//! Shows how to create systems that run every fixed timestep, rather than every tick.
use bevy::{
prelude::*,
time::{FixedTimestep, FixedTimesteps},
};
const LABEL: &str = "my_fixed_timestep";
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
struct FixedUpdateStage;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// this system will run once every update (it should match your screen's refresh rate)
.add_system(frame_update)
// add a new stage that runs twice a second
.add_stage_after(
CoreStage::Update,
FixedUpdateStage,
SystemStage::parallel()
.with_run_criteria(
FixedTimestep::step(0.5)
// labels are optional. they provide a way to access the current
// FixedTimestep state from within a system
.with_label(LABEL),
)
.with_system(fixed_update),
)
.run();
}
fn frame_update(mut last_time: Local<f32>, time: Res<Time>) {
info!(
"time since last frame_update: {}",
time.raw_elapsed_seconds() - *last_time
);
*last_time = time.raw_elapsed_seconds();
}
fn fixed_update(mut last_time: Local<f32>, time: Res<Time>, fixed_timesteps: Res<FixedTimesteps>) {
info!(
"time since last fixed_update: {}\n",
time.raw_elapsed_seconds() - *last_time
);
let state = fixed_timesteps.get(LABEL).unwrap();
info!("fixed timestep: {}\n", 0.5);
info!(
"time accrued toward next fixed_update: {}\n",
state.accumulator()
);
info!(
"time accrued toward next fixed_update (% of timestep): {}",
state.overstep_percentage()
);
*last_time = time.raw_elapsed_seconds();
}