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2024-10-08Smoother being movementThorbjørn Lindeijer1-1/+6
There was a slight stutter in being movement, since each time a being reached the next position along its path, it would only continue to the following position with the next logic tick. Now the logic has been adjusted to keep moving until all the time for the current frame was used up, or the path was exhausted. A slight stutter remains for keyboard movement, as well as broken walk animation playback, since it will only set a new path once the current one is finished (see e554d9b2be1ec2fcb15065ae70151302adeef602). Also simplified some logic in Viewport::draw and removed some obsolete code in LocalPlayer::startWalking.
2024-10-08Added convenient and efficient Timer classThorbjørn Lindeijer1-0/+106
The Timer is efficient because it does not depend on incrementing a counter to keep track of time, nor does it call SDL_GetTicks every time its state is checked (this happens once per frame instead). Along with global functions Time::absoluteTimeMs() and Time::deltaTimeMs(), this replaces previous globals tick_time, cur_time and get_elapsed_time(). For now, there is still a fixed 100 times per second logic call rate, but the new Time::deltaTimeMs() function should allow getting rid of this.