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https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
203 lines
6.5 KiB
Rust
203 lines
6.5 KiB
Rust
//! Shows how `Time<Virtual>` can be used to pause, resume, slow down
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//! and speed up a game.
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use std::time::Duration;
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use bevy::{
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color::palettes::css::*, input::common_conditions::input_just_pressed, prelude::*,
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time::common_conditions::on_real_timer,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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move_virtual_time_sprites,
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move_real_time_sprites,
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toggle_pause.run_if(input_just_pressed(KeyCode::Space)),
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change_time_speed::<1>.run_if(input_just_pressed(KeyCode::ArrowUp)),
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change_time_speed::<-1>.run_if(input_just_pressed(KeyCode::ArrowDown)),
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(update_virtual_time_info_text, update_real_time_info_text)
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// update the texts on a timer to make them more readable
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// `on_timer` run condition uses `Virtual` time meaning it's scaled
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// and would result in the UI updating at different intervals based
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// on `Time<Virtual>::relative_speed` and `Time<Virtual>::is_paused()`
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.run_if(on_real_timer(Duration::from_millis(250))),
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),
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)
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.run();
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}
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/// `Real` time related marker
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#[derive(Component)]
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struct RealTime;
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/// `Virtual` time related marker
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#[derive(Component)]
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struct VirtualTime;
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/// Setup the example
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut time: ResMut<Time<Virtual>>) {
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// start with double `Virtual` time resulting in one of the sprites moving at twice the speed
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// of the other sprite which moves based on `Real` (unscaled) time
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time.set_relative_speed(2.);
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commands.spawn(Camera2d);
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let virtual_color = GOLD.into();
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let sprite_scale = Vec2::splat(0.5).extend(1.);
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let texture_handle = asset_server.load("branding/icon.png");
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// the sprite moving based on real time
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commands.spawn((
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Sprite::from_image(texture_handle.clone()),
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Transform::from_scale(sprite_scale),
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RealTime,
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));
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// the sprite moving based on virtual time
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commands.spawn((
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Sprite {
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image: texture_handle,
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color: virtual_color,
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..Default::default()
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},
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Transform {
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scale: sprite_scale,
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translation: Vec3::new(0., -160., 0.),
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..default()
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},
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VirtualTime,
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));
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// info UI
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let font_size = 33.;
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commands
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.spawn(Node {
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display: Display::Flex,
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justify_content: JustifyContent::SpaceBetween,
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width: Val::Percent(100.),
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position_type: PositionType::Absolute,
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top: Val::Px(0.),
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padding: UiRect::all(Val::Px(20.0)),
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..default()
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})
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.with_children(|builder| {
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// real time info
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builder.spawn((
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Text::default(),
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TextFont {
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font_size,
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..default()
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},
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RealTime,
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));
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// keybindings
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builder.spawn((
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Text::new("CONTROLS\nUn/Pause: Space\nSpeed+: Up\nSpeed-: Down"),
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TextFont {
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font_size,
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..default()
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},
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TextColor(Color::srgb(0.85, 0.85, 0.85)),
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TextLayout::new_with_justify(JustifyText::Center),
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));
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// virtual time info
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builder.spawn((
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Text::default(),
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TextFont {
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font_size,
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..default()
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},
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TextColor(virtual_color),
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TextLayout::new_with_justify(JustifyText::Right),
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VirtualTime,
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));
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});
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}
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/// Move sprites using `Real` (unscaled) time
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fn move_real_time_sprites(
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mut sprite_query: Query<&mut Transform, (With<Sprite>, With<RealTime>)>,
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// `Real` time which is not scaled or paused
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time: Res<Time<Real>>,
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) {
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for mut transform in sprite_query.iter_mut() {
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// move roughly half the screen in a `Real` second
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// when the time is scaled the speed is going to change
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// and the sprite will stay still the time is paused
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transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
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}
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}
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/// Move sprites using `Virtual` (scaled) time
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fn move_virtual_time_sprites(
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mut sprite_query: Query<&mut Transform, (With<Sprite>, With<VirtualTime>)>,
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// the default `Time` is either `Time<Virtual>` in regular systems
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// or `Time<Fixed>` in fixed timestep systems so `Time::delta()`,
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// `Time::elapsed()` will return the appropriate values either way
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time: Res<Time>,
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) {
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for mut transform in sprite_query.iter_mut() {
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// move roughly half the screen in a `Virtual` second
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// when time is scaled using `Time<Virtual>::set_relative_speed` it's going
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// to move at a different pace and the sprite will stay still when time is
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// `Time<Virtual>::is_paused()`
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transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
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}
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}
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fn get_sprite_translation_x(elapsed: f32) -> f32 {
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ops::sin(elapsed) * 500.
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}
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/// Update the speed of `Time<Virtual>.` by `DELTA`
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fn change_time_speed<const DELTA: i8>(mut time: ResMut<Time<Virtual>>) {
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let time_speed = (time.relative_speed() + DELTA as f32)
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.round()
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.clamp(0.25, 5.);
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// set the speed of the virtual time to speed it up or slow it down
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time.set_relative_speed(time_speed);
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}
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/// pause or resume `Relative` time
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fn toggle_pause(mut time: ResMut<Time<Virtual>>) {
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if time.is_paused() {
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time.unpause();
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} else {
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time.pause();
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}
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}
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/// Update the `Real` time info text
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fn update_real_time_info_text(time: Res<Time<Real>>, mut query: Query<&mut Text, With<RealTime>>) {
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for mut text in &mut query {
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**text = format!(
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"REAL TIME\nElapsed: {:.1}\nDelta: {:.5}\n",
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time.elapsed_secs(),
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time.delta_secs(),
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);
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}
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}
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/// Update the `Virtual` time info text
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fn update_virtual_time_info_text(
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time: Res<Time<Virtual>>,
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mut query: Query<&mut Text, With<VirtualTime>>,
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) {
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for mut text in &mut query {
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**text = format!(
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"VIRTUAL TIME\nElapsed: {:.1}\nDelta: {:.5}\nSpeed: {:.2}",
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time.elapsed_secs(),
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time.delta_secs(),
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time.relative_speed()
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);
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}
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}
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