bevy/examples/ecs/fixed_timestep.rs
Cameron 7989cb2650 Add global time scaling (#5752)
# Objective

- Make `Time` API more consistent.
- Support time accel/decel/pause.

## Solution

This is just the `Time` half of #3002. I was told that part isn't controversial.

- Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming.
- Implement accelerating / decelerating the passage of time.
- Implement stopping time.

---

## Changelog

- Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly.
- Added `relative_speed` and `set_relative_speed` methods.
- Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.)
- Added `raw_*` variants of the "delta time" and "total elapsed time" methods.
- Added `first_update` method because there's a non-zero duration between startup and the first update.

## Migration Guide

- `time.time_since_startup()` -> `time.elapsed()`
- `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()`
- `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()`

If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
2022-10-22 18:52:29 +00:00

60 lines
1.8 KiB
Rust

//! 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();
}