Minor reorganization
parent
173263f334
commit
7b1e14defd
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@ -134,7 +134,7 @@ impl ContentBuildContext {
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}
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/// Represents static game content
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#[derive(Debug)]
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#[derive(Debug, Clone)]
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pub struct Content {
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/// Sprites
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pub sprites: Vec<Sprite>,
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@ -27,7 +27,7 @@ pub(crate) mod syntax {
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}
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let starfield_density = 0.01;
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let starfield_size = self.starfield.min_dist * self.zoom_max;
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let starfield_size = self.starfield.max_dist * self.zoom_max;
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let starfield_count = (starfield_size * starfield_density) as i32;
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// 12, because that should be enough to tile any screen.
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@ -78,7 +78,7 @@ pub(crate) mod syntax {
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// These are exported.
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/// Represents a star system
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#[derive(Debug)]
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#[derive(Debug, Clone)]
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pub struct System {
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/// This star system's name
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pub name: String,
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@ -91,7 +91,7 @@ pub struct System {
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/// (A star, planet, moon, satellite, etc)
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/// These may be landable and may be decorative.
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/// System objects to not interact with the physics engine.
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#[derive(Debug)]
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#[derive(Debug, Clone)]
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pub struct Object {
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/// This object's sprite
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pub sprite: SpriteHandle,
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@ -1,8 +1,8 @@
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use cgmath::Point2;
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use galactica_content::{Content, FactionHandle, OutfitHandle, ShipHandle, SystemHandle};
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use galactica_galaxy::{ship::ShipPersonality, Galaxy, GxShipHandle};
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use galactica_playeragent::{PlayerAgent, PlayerStatus};
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use galactica_render::RenderInput;
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use galactica_systemsim::{util, ParticleBuilder, StepResources, SystemSim, Wrapper};
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use galactica_playeragent::PlayerAgent;
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use galactica_systemsim::{ParticleBuilder, StepResources, SystemSim, Wrapper};
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use galactica_util::timing::Timing;
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use std::time::Instant;
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@ -10,38 +10,50 @@ use std::time::Instant;
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pub struct GameState {
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pub gx: Galaxy,
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pub systemsim: SystemSim,
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pub timing: Timing,
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pub start_instant: Instant,
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}
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unsafe impl Send for GameState {}
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unsafe impl Sync for GameState {}
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pub struct Game {
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// Core game data
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ct: Content,
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state_live: GameState,
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state_static: GameState,
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state: GameState,
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// Metadata
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wrapper: Wrapper, // Physics computer
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time_scale: f32,
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last_update: Instant,
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start_instant: Instant,
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new_particles: Vec<ParticleBuilder>,
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timing: Timing,
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}
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impl Game {
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pub fn new(ct: Content) -> (Self, GxShipHandle) {
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let mut gx = Galaxy::new(&ct);
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unsafe impl<'a> Send for Game {}
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let player = gx.create_ship(
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&ct,
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impl<'a> Game {
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pub fn make_player(&mut self) -> GxShipHandle {
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let player = self.state.gx.create_ship(
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&self.ct,
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ShipHandle { index: 0 },
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FactionHandle { index: 0 },
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ShipPersonality::Player,
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&SystemHandle { index: 0 },
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);
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let s = gx.get_ship_mut(player).unwrap();
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 0 }));
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
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let s = self.state.gx.get_ship_mut(player).unwrap();
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s.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 0 }));
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s.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 1 }));
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s.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 2 }));
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self.state
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.systemsim
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.add_ship(&self.ct, &s, Point2 { x: 0.0, y: 0.0 });
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return player;
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}
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pub fn new(ct: Content) -> Self {
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let mut gx = Galaxy::new(&ct);
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let a = gx.create_ship(
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&ct,
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@ -69,84 +81,50 @@ impl Game {
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let systemsim = SystemSim::new(&ct, &gx, SystemHandle { index: 0 });
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let state = GameState { gx, systemsim };
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let state = GameState {
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gx,
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systemsim,
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timing: Timing::new(),
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start_instant: Instant::now(),
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};
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(
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Game {
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ct,
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state_live: state.clone(),
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state_static: state,
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state,
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wrapper: Wrapper::new(),
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last_update: Instant::now(),
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start_instant: Instant::now(),
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time_scale: 1.0,
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new_particles: Vec::new(),
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timing: Timing::new(),
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},
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player,
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)
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}
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}
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pub fn update_player_controls(&mut self, player: &PlayerAgent) {
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self.state_live.systemsim.update_player_controls(player)
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self.state.systemsim.update_player_controls(player)
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}
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pub fn get_player_status(&self, player: &PlayerAgent) -> PlayerStatus {
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let o = self
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.state_static
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.systemsim
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.get_ship(player.ship.unwrap())
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.unwrap();
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let r = self
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.state_static
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.systemsim
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.get_rigid_body(o.rigid_body)
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.unwrap();
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let pos = util::rigidbody_position(r);
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PlayerStatus { pos }
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pub fn get_state(&self) -> &GameState {
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&self.state
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}
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pub fn update(&mut self) {
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self.state.timing.start_frame();
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let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
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self.timing.start_frame();
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self.timing.start_galaxy();
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self.state_live.gx.step(t);
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self.timing.mark_galaxy();
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self.state.timing.start_galaxy();
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self.state.gx.step(t);
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self.state.timing.mark_galaxy();
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self.state_live.systemsim.step(StepResources {
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self.state.systemsim.step(StepResources {
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ct: &self.ct,
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gx: &mut self.state_live.gx,
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gx: &mut self.state.gx,
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particles: &mut self.new_particles,
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timing: &mut self.timing,
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timing: &mut self.state.timing,
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wrapper: &mut self.wrapper,
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t,
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});
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self.last_update = Instant::now();
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self.state_static = self.state_live.clone();
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self.timing.mark_frame();
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}
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pub fn get_frame_state(&mut self, player: &PlayerAgent) -> RenderInput {
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RenderInput {
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camera_pos: player.camera.pos,
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camera_zoom: player.camera.zoom,
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current_time: self.start_instant.elapsed().as_secs_f32(),
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ct: &self.ct,
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systemsim: &self.state_static.systemsim, // TODO: system should be stored here, not in game
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particles: &mut self.new_particles,
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player_data: player.ship.unwrap(),
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gx: &self.state_static.gx,
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current_system: SystemHandle { index: 0 },
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timing: &mut self.timing,
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}
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}
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pub fn get_content(&self) -> &Content {
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&self.ct
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self.state.timing.mark_frame();
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}
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}
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@ -1,8 +1,10 @@
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mod game;
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use anyhow::{bail, Result};
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use galactica_content::Content;
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use galactica_playeragent::PlayerAgent;
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use galactica_content::{Content, SystemHandle};
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use galactica_playeragent::{PlayerAgent, PlayerStatus};
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use galactica_render::RenderInput;
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use galactica_systemsim::util;
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use galactica_util::constants::ASSET_CACHE;
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use std::{
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fs,
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@ -28,7 +30,7 @@ fn main() -> Result<()> {
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let content = Content::load_dir(
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PathBuf::from("./content"),
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PathBuf::from("./assets"),
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atlas_index,
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atlas_index.clone(),
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)?;
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let event_loop = EventLoop::new();
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@ -36,10 +38,10 @@ fn main() -> Result<()> {
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let mut gpu = pollster::block_on(galactica_render::GPUState::new(window, &content))?;
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gpu.init(&content);
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let (mut game, p) = game::Game::new(content);
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let mut game = game::Game::new(content.clone());
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let p = game.make_player();
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let mut player = PlayerAgent::new(p);
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player.set_camera_aspect(
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gpu.window().inner_size().width as f32 / gpu.window().inner_size().height as f32,
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);
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@ -47,19 +49,54 @@ fn main() -> Result<()> {
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
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match gpu.render(game.get_frame_state(&player)) {
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let render_input = RenderInput {
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camera_pos: player.camera.pos,
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camera_zoom: player.camera.zoom,
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current_time: game.get_state().start_instant.elapsed().as_secs_f32(),
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ct: &content,
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systemsim: &game.get_state().systemsim,
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particles: &mut Vec::new(),
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//particles: &mut self.new_particles,
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player_data: player.ship.unwrap(),
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gx: &game.get_state().gx,
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current_system: SystemHandle { index: 0 },
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timing: game.get_state().timing.clone(),
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};
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match gpu.render(render_input) {
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Ok(_) => {}
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Err(wgpu::SurfaceError::Lost) => gpu.resize(game.get_content()),
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Err(wgpu::SurfaceError::Lost) => gpu.resize(&content),
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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let status = game.get_player_status(&player);
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player.step(game.get_content(), status);
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}
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Event::MainEventsCleared => {
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game.update_player_controls(&player);
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game.update();
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let player_status = {
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let pos = {
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let o = &game.get_state().systemsim.get_ship(player.ship.unwrap());
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if let Some(o) = o {
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let r = &game.get_state().systemsim.get_rigid_body(o.rigid_body);
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if let Some(r) = r {
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Some(util::rigidbody_position(r))
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} else {
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None
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}
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} else {
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None
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}
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};
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PlayerStatus { pos }
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};
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// This must be updated BEFORE rendering!
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player.step(&content, player_status);
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gpu.window().request_redraw();
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}
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@ -81,25 +118,22 @@ fn main() -> Result<()> {
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..
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} => {
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player.process_key(state, key);
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game.update_player_controls(&player);
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}
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WindowEvent::MouseInput { state, button, .. } => {
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player.process_click(state, button);
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game.update_player_controls(&player);
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}
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WindowEvent::MouseWheel { delta, phase, .. } => {
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player.process_scroll(delta, phase);
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game.update_player_controls(&player);
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}
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WindowEvent::Resized(_) => {
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gpu.resize(game.get_content());
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gpu.resize(&content);
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player.set_camera_aspect(
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gpu.window().inner_size().width as f32
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/ gpu.window().inner_size().height as f32,
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);
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}
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WindowEvent::ScaleFactorChanged { .. } => {
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gpu.resize(game.get_content());
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gpu.resize(&content);
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player.set_camera_aspect(
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gpu.window().inner_size().width as f32
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/ gpu.window().inner_size().height as f32,
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@ -51,6 +51,8 @@ impl PlayerAgent {
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self.input.v_scroll = 0.0;
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}
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self.camera.pos = status.pos;
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if status.pos.is_some() {
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self.camera.pos = status.pos.unwrap();
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}
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}
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}
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@ -1,5 +1,5 @@
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use cgmath::Point2;
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pub struct PlayerStatus {
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pub pos: Point2<f32>,
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pub pos: Option<Point2<f32>>,
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}
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@ -41,7 +41,7 @@ pub struct RenderInput<'a> {
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pub particles: &'a mut Vec<ParticleBuilder>,
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/// Time we spent in each part of the game loop
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pub timing: &'a mut Timing,
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pub timing: Timing,
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}
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/// Renderer state. A reference to this struct is often passed to helper functions.
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@ -16,8 +16,6 @@ use crate::{
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impl super::GPUState {
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/// Main render function. Draws sprites on a window.
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pub fn render(&mut self, input: RenderInput) -> Result<(), wgpu::SurfaceError> {
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input.timing.start_render();
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let output = self.surface.get_current_texture()?;
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let view = output.texture.create_view(&Default::default());
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@ -217,7 +215,6 @@ impl super::GPUState {
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self.state.queue.submit(iter::once(encoder.finish()));
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output.present();
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input.timing.mark_render();
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Ok(())
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}
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}
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@ -36,12 +36,12 @@ impl FpsIndicator {
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self.buffer.set_text(
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&mut state.text_font_system,
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&format!(
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"Frame: {:05.02?}%\nGame: {:05.02?}%\nShips: {:05.02?}%\nPhys: {:05.02?}%\nRender: {:.02?}",
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100.0 * (input.timing.frame / input.timing.render),
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100.0 * (input.timing.galaxy / input.timing.frame),
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100.0 * (input.timing.physics_sim / input.timing.frame),
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100.0 * (input.timing.physics_ship / input.timing.frame),
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1.0 / input.timing.render
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"Frame: {:#?} ({:05.00})\nGame: {:05.02}%\nShips: {:05.02}%\nPhys: {:05.02}%\n",
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input.timing.frame, 1.0 /input.timing.frame.as_secs_f32(),
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100.0 * (input.timing.galaxy.as_secs_f32() / input.timing.frame.as_secs_f32()),
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100.0 * (input.timing.physics_sim.as_secs_f32() / input.timing.frame.as_secs_f32()),
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100.0
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* (input.timing.physics_ship.as_secs_f32() / input.timing.frame.as_secs_f32()),
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),
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Attrs::new().family(Family::Monospace),
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Shaping::Basic,
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@ -8,11 +8,15 @@ use crate::{
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PositionAnchor, RenderInput,
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};
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pub(super) struct Radar {}
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pub(super) struct Radar {
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last_player_position: Point2<f32>,
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}
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impl Radar {
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pub fn new() -> Self {
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Self {}
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Self {
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last_player_position: Point2 { x: 0.0, y: 0.0 },
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}
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}
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}
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@ -25,13 +29,17 @@ impl Radar {
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let system_object_scale = 1.0 / 600.0;
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let ship_scale = 1.0 / 10.0;
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let player_world_object = input.systemsim.get_ship(input.player_data).unwrap();
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// TODO: maybe a cleaner solution for last posititon?
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// This is necessary because the player may be dead or landed
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if let Some(player_world_object) = input.systemsim.get_ship(input.player_data) {
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let player_body = input
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.systemsim
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.get_rigid_body(player_world_object.rigid_body)
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.unwrap();
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let player_position = util::rigidbody_position(player_body);
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self.last_player_position = util::rigidbody_position(player_body)
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};
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let planet_sprite = input.ct.get_sprite_handle("ui::planetblip");
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let ship_sprite = input.ct.get_sprite_handle("ui::shipblip");
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let arrow_sprite = input.ct.get_sprite_handle("ui::centerarrow");
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@ -65,7 +73,7 @@ impl Radar {
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x: o.pos.x,
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y: o.pos.y,
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};
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let d = (p - player_position) / radar_range;
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let d = (p - self.last_player_position) / radar_range;
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// Add half the blip sprite's height to distance
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let m = d.magnitude() + (size / (2.0 * radar_size));
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if m < hide_range {
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@ -120,7 +128,7 @@ impl Radar {
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let ship = input.ct.get_ship(s.data_handle.content_handle());
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let size = (ship.size * ship.sprite.aspect) * ship_scale;
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let p = util::rigidbody_position(r);
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let d = (p - player_position) / radar_range;
|
||||
let d = (p - self.last_player_position) / radar_range;
|
||||
let m = d.magnitude() + (size / (2.0 * radar_size));
|
||||
if m < hide_range {
|
||||
let size = size.min((hide_range - m) * size * shrink_distance);
|
||||
|
@ -250,7 +258,7 @@ impl Radar {
|
|||
}
|
||||
|
||||
// Arrow to center of system
|
||||
let q = Point2 { x: 0.0, y: 0.0 } - player_position;
|
||||
let q = Point2 { x: 0.0, y: 0.0 } - self.last_player_position;
|
||||
let m = q.magnitude();
|
||||
if m > 200.0 {
|
||||
let player_angle = q.angle(Vector2 { x: 0.0, y: 1.0 });
|
||||
|
|
|
@ -25,13 +25,23 @@ impl Status {
|
|||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
let player_world_object = input.systemsim.get_ship(input.player_data).unwrap();
|
||||
|
||||
let max_shields;
|
||||
let current_shields;
|
||||
let current_hull;
|
||||
let max_hull;
|
||||
if let Some(player_world_object) = input.systemsim.get_ship(input.player_data) {
|
||||
let data = input.gx.get_ship(player_world_object.data_handle).unwrap();
|
||||
let max_shields = data.get_outfits().get_shield_strength();
|
||||
let current_shields = data.get_shields();
|
||||
let current_hull = data.get_hull();
|
||||
let max_hull = input.ct.get_ship(data.get_content()).hull;
|
||||
max_shields = data.get_outfits().get_shield_strength();
|
||||
current_shields = data.get_shields();
|
||||
current_hull = data.get_hull();
|
||||
max_hull = input.ct.get_ship(data.get_content()).hull;
|
||||
} else {
|
||||
// Sensible defaults if ship doesn't exist (landed or dead)
|
||||
max_shields = 1.0;
|
||||
current_shields = 0.0;
|
||||
current_hull = 0.0;
|
||||
max_hull = 1.0;
|
||||
};
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
|
|
|
@ -232,12 +232,17 @@ impl SystemSim {
|
|||
|
||||
/// Update a player ship's controls
|
||||
pub fn update_player_controls(&mut self, player: &PlayerAgent) {
|
||||
let ship_object = self.ships.get_mut(&player.ship.unwrap()).unwrap();
|
||||
if player.ship.is_none() {
|
||||
return;
|
||||
}
|
||||
let ship_object = self.ships.get_mut(&player.ship.unwrap());
|
||||
if let Some(ship_object) = ship_object {
|
||||
ship_object.controls.guns = player.input.key_guns;
|
||||
ship_object.controls.left = player.input.key_left;
|
||||
ship_object.controls.right = player.input.key_right;
|
||||
ship_object.controls.thrust = player.input.key_thrust;
|
||||
}
|
||||
}
|
||||
|
||||
/// Run ship updates:
|
||||
/// - updates ship controls (runs behaviors)
|
||||
|
|
|
@ -1,47 +1,40 @@
|
|||
//! Keep track of the time we spent in each part of the game loop.
|
||||
use std::time::Instant;
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
/// Utility struct.
|
||||
/// Keeps track of the time we spent in each part of the game loop.
|
||||
#[derive(Debug)]
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Timing {
|
||||
/// The time we spent processing the whole frame
|
||||
pub frame: f32,
|
||||
/// The time we spent on all frame computations
|
||||
pub frame: Duration,
|
||||
frame_timer: Instant,
|
||||
|
||||
/// The time we spent simulating game state
|
||||
pub galaxy: f32,
|
||||
pub galaxy: Duration,
|
||||
galaxy_timer: Instant,
|
||||
|
||||
/// The time we spent simulating physics
|
||||
pub physics_sim: f32,
|
||||
pub physics_sim: Duration,
|
||||
physics_sim_timer: Instant,
|
||||
|
||||
/// The time we spent updating physics ships
|
||||
pub physics_ship: f32,
|
||||
pub physics_ship: Duration,
|
||||
physics_ship_timer: Instant,
|
||||
|
||||
/// The time we spent simulating physics
|
||||
pub render: f32,
|
||||
render_timer: Instant,
|
||||
}
|
||||
|
||||
// TODO: macros
|
||||
// TODO: document each duration
|
||||
|
||||
impl Timing {
|
||||
/// Create a new timing struct
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
frame: f32::NAN,
|
||||
galaxy: f32::NAN,
|
||||
physics_sim: f32::NAN,
|
||||
physics_ship: f32::NAN,
|
||||
render: f32::NAN,
|
||||
frame: Duration::ZERO,
|
||||
galaxy: Duration::ZERO,
|
||||
physics_sim: Duration::ZERO,
|
||||
physics_ship: Duration::ZERO,
|
||||
galaxy_timer: Instant::now(),
|
||||
physics_sim_timer: Instant::now(),
|
||||
physics_ship_timer: Instant::now(),
|
||||
render_timer: Instant::now(),
|
||||
frame_timer: Instant::now(),
|
||||
}
|
||||
}
|
||||
|
@ -66,33 +59,23 @@ impl Timing {
|
|||
self.physics_ship_timer = Instant::now();
|
||||
}
|
||||
|
||||
/// Start render timer
|
||||
pub fn start_render(&mut self) {
|
||||
self.render_timer = Instant::now();
|
||||
}
|
||||
|
||||
/// Record galaxy simulation time.
|
||||
pub fn mark_frame(&mut self) {
|
||||
self.frame = self.frame_timer.elapsed().as_secs_f32();
|
||||
self.frame = self.frame_timer.elapsed();
|
||||
}
|
||||
|
||||
/// Record galaxy simulation time.
|
||||
pub fn mark_galaxy(&mut self) {
|
||||
self.galaxy = self.galaxy_timer.elapsed().as_secs_f32();
|
||||
self.galaxy = self.galaxy_timer.elapsed();
|
||||
}
|
||||
|
||||
/// Record physics simulation time
|
||||
pub fn mark_physics_sim(&mut self) {
|
||||
self.physics_sim = self.physics_sim_timer.elapsed().as_secs_f32();
|
||||
self.physics_sim = self.physics_sim_timer.elapsed();
|
||||
}
|
||||
|
||||
/// Record physics ship update time
|
||||
pub fn mark_physics_ships(&mut self) {
|
||||
self.physics_ship = self.physics_ship_timer.elapsed().as_secs_f32();
|
||||
}
|
||||
|
||||
/// Record physics simulation time
|
||||
pub fn mark_render(&mut self) {
|
||||
self.render = self.render_timer.elapsed().as_secs_f32();
|
||||
self.physics_ship = self.physics_ship_timer.elapsed();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue