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GameTime Type

Provides a variable representation of time based on whether the engine is configured to use a static or a dynamic frame rate.

Union cases

Union case Description

TickTime TickTime

Full Usage: TickTime TickTime

Parameters:
    TickTime : int64

TickTime : int64

UpdateTime UpdateTime

Full Usage: UpdateTime UpdateTime

Parameters:
    UpdateTime : int64

UpdateTime : int64

Instance members

Instance member Description

this.IsTickTime

Full Usage: this.IsTickTime

Returns: bool
Returns: bool

this.IsUpdateTime

Full Usage: this.IsUpdateTime

Returns: bool
Returns: bool

this.IsZero

Full Usage: this.IsZero

Returns: bool

Check that the game time represents zero time.

Returns: bool

this.Milliseconds

Full Usage: this.Milliseconds

Returns: float

The total amount of elapsed milliseconds (double precision).

Returns: float

this.MillisecondsF

Full Usage: this.MillisecondsF

Returns: single

The total amount of elapsed milliseconds (single precision). NOTE: this loses precision for large GameTime values, such as a span of hours.

Returns: single

this.NotZero

Full Usage: this.NotZero

Returns: bool

Check that the game time represents non-zero time.

Returns: bool

this.Seconds

Full Usage: this.Seconds

Returns: float

The total amount of elapsed seconds (double precision).

Returns: float

this.SecondsF

Full Usage: this.SecondsF

Returns: single

The total amount of elapsed seconds (single precision). NOTE: this loses precision for large GameTime values, such as a span of hours.

Returns: single

this.Updates

Full Usage: this.Updates

Returns: int64

The total amount of elapsed updates.

Returns: int64

Static members

Static member Description

left % right

Full Usage: left % right

Parameters:
Returns: int
left : GameTime
right : int
Returns: int

left % right

Full Usage: left % right

Parameters:
Returns: single
left : GameTime
right : single
Returns: single

left % right

Full Usage: left % right

Parameters:
Returns: GameTime
left : GameTime
right : GameTime
Returns: GameTime

left * right

Full Usage: left * right

Parameters:
Returns: GameTime
left : GameTime
right : int
Returns: GameTime

left * right

Full Usage: left * right

Parameters:
Returns: GameTime
left : GameTime
right : single
Returns: GameTime

left + right

Full Usage: left + right

Parameters:
Returns: GameTime
left : GameTime
right : GameTime
Returns: GameTime

left - right

Full Usage: left - right

Parameters:
Returns: GameTime
left : GameTime
right : GameTime
Returns: GameTime

left / right

Full Usage: left / right

Parameters:
Returns: GameTime
left : GameTime
right : int
Returns: GameTime

left / right

Full Usage: left / right

Parameters:
Returns: GameTime
left : GameTime
right : single
Returns: GameTime

left / right

Full Usage: left / right

Parameters:
Returns: double
left : GameTime
right : GameTime
Returns: double

~+time

Full Usage: ~+time

Parameters:
Returns: GameTime
time : GameTime
Returns: GameTime

~-time

Full Usage: ~-time

Parameters:
Returns: GameTime
time : GameTime
Returns: GameTime

GameTime.DesiredFrameTimeMinimum

Full Usage: GameTime.DesiredFrameTimeMinimum

Returns: float

The minimum desired frame time. TODO: put this in World API instead?

Returns: float

GameTime.MaxValue

Full Usage: GameTime.MaxValue

Returns: GameTime
Returns: GameTime

GameTime.MinValue

Full Usage: GameTime.MinValue

Returns: GameTime
Returns: GameTime

GameTime.ap op op2 left right

Full Usage: GameTime.ap op op2 left right

Parameters:
    op : int64 -> int64 -> int64
    op2 : int64 -> int64 -> int64
    left : GameTime
    right : GameTime

Returns: GameTime
Modifiers: inline

Ap for game time (as in Haskell Apply).

op : int64 -> int64 -> int64
op2 : int64 -> int64 -> int64
left : GameTime
right : GameTime
Returns: GameTime

GameTime.binary op op2 left right

Full Usage: GameTime.binary op op2 left right

Parameters:
    op : int64 -> int64 -> 'a
    op2 : int64 -> int64 -> 'a
    left : GameTime
    right : GameTime

Returns: 'a
Modifiers: inline
Type parameters: 'a

A binary operation on game time.

op : int64 -> int64 -> 'a
op2 : int64 -> int64 -> 'a
left : GameTime
right : GameTime
Returns: 'a

GameTime.compare left right

Full Usage: GameTime.compare left right

Parameters:
Returns: int

Compare GameTimes.

left : GameTime
right : GameTime
Returns: int

GameTime.epsilon

Full Usage: GameTime.epsilon

Returns: GameTime
Returns: GameTime

GameTime.equals left right

Full Usage: GameTime.equals left right

Parameters:
Returns: bool

Equate GameTimes.

left : GameTime
right : GameTime
Returns: bool

GameTime.get_Zero ()

Full Usage: GameTime.get_Zero ()

Returns: GameTime
Returns: GameTime

GameTime.isZero time

Full Usage: GameTime.isZero time

Parameters:
Returns: bool
time : GameTime
Returns: bool

GameTime.make updateTime clockTime

Full Usage: GameTime.make updateTime clockTime

Parameters:
    updateTime : int64
    clockTime : double

Returns: GameTime

Construct a game time from updates or clock time.

updateTime : int64
clockTime : double
Returns: GameTime

GameTime.max left right

Full Usage: GameTime.max left right

Parameters:
Returns: GameTime
left : GameTime
right : GameTime
Returns: GameTime

GameTime.min left right

Full Usage: GameTime.min left right

Parameters:
Returns: GameTime
left : GameTime
right : GameTime
Returns: GameTime

GameTime.notZero time

Full Usage: GameTime.notZero time

Parameters:
Returns: bool
time : GameTime
Returns: bool

GameTime.ofSeconds seconds

Full Usage: GameTime.ofSeconds seconds

Parameters:
    seconds : double

Returns: GameTime

Construct a game time from an amount of seconds assuming desired frame rate was met.

seconds : double
Returns: GameTime

GameTime.ofUpdates updates

Full Usage: GameTime.ofUpdates updates

Parameters:
    updates : int64

Returns: GameTime

Construct a game time from a number of updates assuming desired frame rate is met.

updates : int64
Returns: GameTime

GameTime.op_Explicit time

Full Usage: GameTime.op_Explicit time

Parameters:
Returns: double
time : GameTime
Returns: double

GameTime.op_Explicit time

Full Usage: GameTime.op_Explicit time

Parameters:
Returns: int64
time : GameTime
Returns: int64

GameTime.op_Implicit d

Full Usage: GameTime.op_Implicit d

Parameters:
    d : double

Returns: GameTime
d : double
Returns: GameTime

GameTime.op_Implicit i

Full Usage: GameTime.op_Implicit i

Parameters:
    i : int64

Returns: GameTime
i : int64
Returns: GameTime

GameTime.progress startTime currentTime lifeTime

Full Usage: GameTime.progress startTime currentTime lifeTime

Parameters:
Returns: double

The progress of time down a unit-bounded range (double precision).

startTime : GameTime
currentTime : GameTime
lifeTime : GameTime
Returns: double

GameTime.progressF startTime currentTime lifeTime

Full Usage: GameTime.progressF startTime currentTime lifeTime

Parameters:
Returns: single

The progress of time down a unit-bounded range (single precision). NOTE: this loses some very minor precision but is fine for casual use.

startTime : GameTime
currentTime : GameTime
lifeTime : GameTime
Returns: single

GameTime.toMilliseconds time

Full Usage: GameTime.toMilliseconds time

Parameters:
Returns: float

Get the total amount of milliseconds assuming desired frame rate is met.

time : GameTime
Returns: float

GameTime.toSeconds time

Full Usage: GameTime.toSeconds time

Parameters:
Returns: float

Get the total amount of seconds assuming desired frame rate is met.

time : GameTime
Returns: float

GameTime.toUpdates time

Full Usage: GameTime.toUpdates time

Parameters:
Returns: int64

Get the number of updates assuming desired frame rate is met.

time : GameTime
Returns: int64

GameTime.unary op op2 time

Full Usage: GameTime.unary op op2 time

Parameters:
    op : int64 -> 'a
    op2 : int64 -> 'a
    time : GameTime

Returns: 'a
Modifiers: inline
Type parameters: 'a

An unary operation on game time.

op : int64 -> 'a
op2 : int64 -> 'a
time : GameTime
Returns: 'a

GameTime.zero

Full Usage: GameTime.zero

Returns: GameTime
Returns: GameTime

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