fn run<W: GameWindow>(
        &mut self,
        game_window: &mut W,
        asset_store: &mut AssetStore
    ) {
        use graphics::{Clear, AddColor};

        self.load(asset_store);
        let mut gl_data = GlData::new();
        let context = Context::new();
        let bg = game_window.get_settings().background_color;
        let bg = context.rgba(bg[0], bg[1], bg[2], bg[3]);
        let updates_per_second: u64 = 100;
        let dt: f64 = 1.0 / updates_per_second as f64;
        let update_time_in_ns: u64 = 1_000_000_000 / updates_per_second;
        let mut last_update = time::precise_time_ns();
        while !self.should_close(game_window) {
            self.viewport(game_window);
            let (w, h) = game_window.get_size();
            if w != 0 && h != 0 {
                let mut gl = Gl::new(&mut gl_data, asset_store);
                bg.clear(&mut gl);
                self.render(&context
                .trans_local(-1.0, 1.0)
                .scale_local(2.0 / w as f64, -2.0 / h as f64)
                .store_view()
                .reset(), &mut gl);
            }
            self.swap_buffers(game_window);
            // Perform updates by fixed time step until it catches up.
            loop {
                self.update(dt, asset_store);
                last_update += update_time_in_ns;
                let now = time::precise_time_ns();
                if now <= last_update { break; }
            }
            self.handle_events(game_window, asset_store);
        }
    }
/// Executes a game loop.
///
/// The loop continues until `should_close` returns true.
Executes a game loop.
The loop continues until `should_close` returns true.
Executes a game loop . The loop continues until ` should_close ` returns true .
fn run<W: GameWindow>(
        &mut self,
        game_window: &mut W,
        asset_store: &mut AssetStore
    ) {
        use graphics::{Clear, AddColor};
        self.load(asset_store);
        let mut gl_data = GlData::new();
        let context = Context::new();
        let bg = game_window.get_settings().background_color;
        let bg = context.rgba(bg[0], bg[1], bg[2], bg[3]);
        let updates_per_second: u64 = 100;
        let dt: f64 = 1.0 / updates_per_second as f64;
        let update_time_in_ns: u64 = 1_000_000_000 / updates_per_second;
        let mut last_update = time::precise_time_ns();
        while !self.should_close(game_window) {
            self.viewport(game_window);
            let (w, h) = game_window.get_size();
            if w != 0 && h != 0 {
                let mut gl = Gl::new(&mut gl_data, asset_store);
                bg.clear(&mut gl);
                self.render(&context
                .trans_local(-1.0, 1.0)
                .scale_local(2.0 / w as f64, -2.0 / h as f64)
                .store_view()
                .reset(), &mut gl);
            }
            self.swap_buffers(game_window);
            // Perform updates by fixed time step until it catches up.
            loop {
                self.update(dt, asset_store);
                last_update += update_time_in_ns;
                let now = time::precise_time_ns();
                if now <= last_update { break; }
            }
            self.handle_events(game_window, asset_store);
        }
    }
fn run < W : GameWindow > ( & mut self , game_window : & mut W , asset_store : & mut AssetStore ) { use graphics :: { Clear , AddColor } ; self . load ( asset_store ) ; let mut gl_data = GlData :: new ( ) ; let context = Context :: new ( ) ; let bg = game_window . get_settings ( ) . background_color ; let bg = context . rgba ( bg [ 0 ] , bg [ 1 ] , bg [ 2 ] , bg [ 3 ] ) ; let updates_per_second : u64 = 100 ; let dt : f64 = 1.0 / updates_per_second as f64 ; let update_time_in_ns : u64 = 1_000_000_000 / updates_per_second ; let mut last_update = time :: precise_time_ns ( ) ; while ! self . should_close ( game_window ) { self . viewport ( game_window ) ; let ( w , h ) = game_window . get_size ( ) ; if w != 0 && h != 0 { let mut gl = Gl :: new ( & mut gl_data , asset_store ) ; bg . clear ( & mut gl ) ; self . render ( & context . trans_local ( - 1.0 , 1.0 ) . scale_local ( 2.0 / w as f64 , - 2.0 / h as f64 ) . store_view ( ) . reset ( ) , & mut gl ) ; } self . swap_buffers ( game_window ) ; // Perform updates by fixed time step until it catches up. loop { self . update ( dt , asset_store ) ; last_update += update_time_in_ns ; let now = time :: precise_time_ns ( ) ; if now <= last_update { break ; } } self . handle_events ( game_window , asset_store ) ; } }
Executes a game loop.
Executes a game loop .
&mut self
game_window
&mut W
asset_store
&mut AssetStore
&mut self
game_window
&mut W
asset_store
&mut AssetStore