Rename statistics functions
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62caf1bdd2
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@ -55,8 +55,8 @@ func (w *World) RemoveEntity(entity Entity) bool {
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var numEntities int
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var numEntitiesT time.Time
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// ActiveEntities returns the number of currently active entities.
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func (w *World) ActiveEntities() int {
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// CurrentEntities returns the number of currently active entities.
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func (w *World) CurrentEntities() int {
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if time.Since(numEntitiesT) >= w.cacheTime {
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numEntities = len(w.allEntities)
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numEntitiesT = time.Now()
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@ -8,12 +8,12 @@ func TestActiveEntities(t *testing.T) {
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w := NewWorld()
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w.cacheTime = 0
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active := w.ActiveEntities()
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active := w.CurrentEntities()
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if active != 0 {
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t.Fatalf("expected 0 active entities, got %d", active)
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}
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active = w.ActiveEntities()
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active = w.CurrentEntities()
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if active != 0 {
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t.Fatalf("expected 0 active entities, got %d", active)
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}
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@ -21,7 +21,7 @@ func TestActiveEntities(t *testing.T) {
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// Create entity.
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e1 := w.NewEntity()
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active = w.ActiveEntities()
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active = w.CurrentEntities()
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if active != 1 {
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t.Fatalf("expected 1 active entities, got %d", active)
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}
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@ -29,21 +29,21 @@ func TestActiveEntities(t *testing.T) {
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// Create entity.
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e2 := w.NewEntity()
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active = w.ActiveEntities()
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active = w.CurrentEntities()
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if active != 2 {
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t.Fatalf("expected 2 active entities, got %d", active)
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}
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w.RemoveEntity(e1)
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active = w.ActiveEntities()
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active = w.CurrentEntities()
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if active != 1 {
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t.Fatalf("expected 1 active entities, got %d", active)
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}
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w.RemoveEntity(e2)
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active = w.ActiveEntities()
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active = w.CurrentEntities()
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if active != 0 {
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t.Fatalf("expected 0 active entities, got %d", active)
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}
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@ -47,7 +47,7 @@ func (s *printInfoSystem) Draw(_ *gohan.Context, screen *ebiten.Image) error {
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w := world.World
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s.img.Clear()
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ebitenutil.DebugPrint(s.img, fmt.Sprintf("KEY WASD+MOUSE\nENT %d\nUPD %d\nDRA %d\nTPS %0.0f\nFPS %0.0f", w.ActiveEntities(), w.UpdatedEntities(), w.DrawnEntities(), ebiten.CurrentTPS(), ebiten.CurrentFPS()))
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ebitenutil.DebugPrint(s.img, fmt.Sprintf("KEY WASD+MOUSE\nENT %d\nUPD %d\nDRA %d\nTPS %0.0f\nFPS %0.0f", w.CurrentEntities(), w.CurrentUpdates(), w.CurrentDraws(), ebiten.CurrentTPS(), ebiten.CurrentFPS()))
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screen.DrawImage(s.img, s.op)
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return nil
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}
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16
world.go
16
world.go
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@ -278,10 +278,10 @@ func (w *World) Update() error {
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return nil
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}
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// UpdatedEntities returns the total number of Entities handled by System Update
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// calls. Because each Entity may be handled by more than one System, this
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// number may be higher than the number of active entities.
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func (w *World) UpdatedEntities() int {
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// CurrentUpdates returns the number of System Update calls required to update
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// the game state. Because entities may be handled by more than one System,
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// this number may be higher than the number of active entities.
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func (w *World) CurrentUpdates() int {
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if time.Since(w.systemUpdatedEntitiesT) >= w.cacheTime {
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w.systemUpdatedEntitiesV = w.systemUpdatedEntities
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w.systemUpdatedEntitiesT = time.Now()
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@ -346,10 +346,10 @@ func (w *World) Draw(screen *ebiten.Image) error {
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return nil
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}
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// DrawnEntities returns the total number of Entities handled by System Draw
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// calls. Because each Entity may be handled by more than one System, this
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// number may be higher than the number of active entities.
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func (w *World) DrawnEntities() int {
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// CurrentDraws returns the number of System Draw calls required to draw the
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// game on to the screen. Because entities may be handled by more than one
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// System, this number may be higher than the number of active entities.
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func (w *World) CurrentDraws() int {
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if time.Since(w.systemDrawnEntitiesT) >= w.cacheTime {
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w.systemDrawnEntitiesV = w.systemDrawnEntities
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w.systemDrawnEntitiesT = time.Now()
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