Bevy Version:0.9(outdated!)

As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.9 to 0.10, 0.10 to 0.11, 0.11 to 0.12, 0.12 to 0.13.

I apologize for the inconvenience. I will update the page as soon as I find the time.


Time and Timers

Relevant official examples: timers, move_sprite.


Time

The Time resource is your main global source of timing information, that you can access from any system that does anything that needs time. You should derive all timings from it.

Bevy updates these values at the beginning of every frame.

Delta Time

The most common use case is "delta time" – how much time passed between the previous frame update and the current one. This tells you how fast the game is running, so you can scale things like movement and animations. This way everything can happen smoothly and run at the same speed, regardless of the game's frame rate.

fn asteroids_fly(
    time: Res<Time>,
    mut q: Query<&mut Transform, With<Asteroid>>,
) {
    for mut transform in q.iter_mut() {
        // move our asteroids along the X axis
        // at a speed of 10.0 units per second
        transform.translation.x += 10.0 * time.delta_seconds();
    }
}

Ongoing Time

Time can also give you the total running time since startup. Use this if you need a cumulative, increasing, measurement of time.

use std::time::Instant;

/// Say, for whatever reason, we want to keep track
/// of when exactly some specific entities were spawned.
#[derive(Component)]
struct SpawnedTime(Instant);

fn spawn_my_stuff(
    mut commands: Commands,
    time: Res<Time>,
) {
    commands.spawn((/* ... */))
        // we can use startup time and elapsed duration
        .insert(SpawnedTime(time.startup() + time.elapsed()))
        // or just the time of last update
        .insert(SpawnedTime(time.last_update().unwrap()));
}

Timers and Stopwatches

There are also facilities to help you track specific intervals or timings: Timer and Stopwatch. You can create many instances of these, to track whatever you want. You can use them in your own component or resource types.

Timers and Stopwatches need to be ticked. You need to have some system calling .tick(delta), for it to make progress, or it will be inactive. The delta should come from the Time resource.

Timer

Timer allows you to detect when a certain interval of time has elapsed. Timers have a set duration. They can be "repeating" or "non-repeating".

Both kinds can be manually "reset" (start counting the time interval from the beginning) and "paused" (they will not progress even if you keep ticking them).

Repeating timers will automatically reset themselves after they reach their set duration.

Use .finished() to detect when a timer has reached its set duration. Use .just_finished(), if you need to detect only on the exact tick when the duration was reached.

use std::time::Duration;

#[derive(Component)]
struct FuseTime {
    /// track when the bomb should explode (non-repeating timer)
    timer: Timer,
}

fn explode_bombs(
    mut commands: Commands,
    mut q: Query<(Entity, &mut FuseTime)>,
    time: Res<Time>,
) {
    for (entity, mut fuse_timer) in q.iter_mut() {
        // timers gotta be ticked, to work
        fuse_timer.timer.tick(time.delta());

        // if it finished, despawn the bomb
        if fuse_timer.timer.finished() {
            commands.entity(entity).despawn();
        }
    }
}

#[derive(Resource)]
struct BombsSpawnConfig {
    /// How often to spawn a new bomb? (repeating timer)
    timer: Timer,
}

/// Spawn a new bomb in set intervals of time
fn spawn_bombs(
    mut commands: Commands,
    time: Res<Time>,
    mut config: ResMut<BombsSpawnConfig>,
) {
    // tick the timer
    config.timer.tick(time.delta());

    if config.timer.finished() {
        commands.spawn((
            FuseTime {
                // create the non-repeating fuse timer
                timer: Timer::new(Duration::from_secs(5), TimerMode::Once),
            },
            // ... other components ...
        ));
    }
}

/// Configure our bomb spawning algorithm
fn setup_bomb_spawning(
    mut commands: Commands,
) {
    commands.insert_resource(BombsSpawnConfig {
        // create the repeating timer
        timer: Timer::new(Duration::from_secs(10), TimerMode::Repeating),
    })
}

Note that Bevy's timers do not work like typical real-life timers (which count downwards toward zero). Bevy's timers start from zero and count up towards their set duration. They are basically like stopwatches with extra features: a maximum duration and optional auto-reset.

Stopwatch

Stopwatch allow you to track how much time has passed since a certain point.

It will just keep accumulating time, which you can check with .elapsed()/.elapsed_secs(). You can manually reset it at any time.

use bevy::time::Stopwatch;

#[derive(Component)]
struct JumpDuration {
    time: Stopwatch,
}

fn jump_duration(
    time: Res<Time>,
    mut q_player: Query<&mut JumpDuration, With<Player>>,
    kbd: Res<Input<KeyCode>>,
) {
    // assume we have exactly one player that jumps with Spacebar
    let mut jump = q_player.single_mut();

    if kbd.just_pressed(KeyCode::Space) {
        jump.time.reset();
    }

    if kbd.pressed(KeyCode::Space) {
        println!("Jumping for {} seconds.", jump.time.elapsed_secs());
        // stopwatch has to be ticked to progress
        jump.time.tick(time.delta());
    }
}