Exemple #1
0
 public void MeasureTime()
 {
     nowTime          = StaticTimer.GetElapsedSeconds();
     deltaUpdateTime += (nowTime - lastTime) / updateTimeLimit;
     deltaRenderTime += (nowTime - lastTime) / renderTimeLimit;
     lastTime         = nowTime;
 }
Exemple #2
0
        /// <summary>
        /// The timer will reset if 1 second has passed.
        /// This information can be used to update game logic in any way desireable.
        /// </summary>
        public bool ShouldReset()
        {
            var ret = StaticTimer.GetElapsedSeconds() - timer > 1.0;

            if (ret)
            {
                timer          += 1.0;
                CapturedUpdates = updates;
                CapturedFrames  = frames;
                updates         = 0;
                frames          = 0;
            }
            return(ret);
        }
Exemple #3
0
        public GameTimer(int ups, int fps = 0)
        {
            if (ups < 0 || fps < 0)
            {
                throw new ArgumentOutOfRangeException(
                          $"GameTimer must have positive count values: (ups={ups},fps={fps})");
            }
            desiredMaxFPS = fps;

            timeLimit = 1.0 / ups;
            lastTime  = StaticTimer.GetElapsedSeconds();
            deltaTime = 0.0;
            nowTime   = 0.0;
            timer     = lastTime;

            frames          = 0;
            updates         = 0;
            CapturedFrames  = 0;
            CapturedUpdates = 0;
        }
Exemple #4
0
        /// <summary>
        /// Check if the specified time span has elapsed
        /// </summary>
        public bool HasExpired()
        {
            var nowTime = StaticTimer.GetElapsedMilliseconds();

            return(nowTime - timeOfCreation > timeSpanMilliseconds);
        }
Exemple #5
0
 /// <summary>
 /// Reset this object's timer
 /// </summary>
 public void ResetTimer()
 {
     timeOfCreation = StaticTimer.GetElapsedMilliseconds();
 }
Exemple #6
0
 public void MeasureTime()
 {
     nowTime    = StaticTimer.GetElapsedSeconds();
     deltaTime += (nowTime - lastTime) / timeLimit;
     lastTime   = nowTime;
 }