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author | Thorbjørn Lindeijer <bjorn@lindeijer.nl> | 2024-10-02 14:52:30 +0200 |
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committer | Thorbjørn Lindeijer <bjorn@lindeijer.nl> | 2024-10-08 21:03:28 +0200 |
commit | 7de0b165f196cb0c1f983b6d2ab26ef9791a2d36 (patch) | |
tree | 86f55c00b3fe17dae950351f3c33d35e6abd5a4d /src/animatedsprite.cpp | |
parent | 59a7d5c58f8b3af21b3e19d4e78f5653bf011bfb (diff) | |
download | mana-7de0b165f196cb0c1f983b6d2ab26ef9791a2d36.tar.gz mana-7de0b165f196cb0c1f983b6d2ab26ef9791a2d36.tar.bz2 mana-7de0b165f196cb0c1f983b6d2ab26ef9791a2d36.tar.xz mana-7de0b165f196cb0c1f983b6d2ab26ef9791a2d36.zip |
Do a single logic update each frame
The logic update now uses Time::deltaTimeMs() where needed to make it
framerate-independent. This means there will no longer be multiple logic
calls per frame (as was usually the case with logic ticking at 100 fps
whereas the game would generally run at 60 fps).
At the same time, the game can be more precise at higher framerates and
should now run smoother at 144 Hz, for example. Previously the game would
sometimes skip logic ticks at that rate.
This change affects:
* Updating of animations
* Being movement speed
* More moving of manual time variables to Timer
Notoriously, the particle system still does 100 ticks/second.
Diffstat (limited to 'src/animatedsprite.cpp')
-rw-r--r-- | src/animatedsprite.cpp | 17 |
1 files changed, 4 insertions, 13 deletions
diff --git a/src/animatedsprite.cpp b/src/animatedsprite.cpp index 7aa475d9..ec7aa1e3 100644 --- a/src/animatedsprite.cpp +++ b/src/animatedsprite.cpp @@ -54,11 +54,10 @@ AnimatedSprite::~AnimatedSprite() = default; bool AnimatedSprite::reset() { - bool ret = mFrameIndex !=0 || mFrameTime != 0 || mLastTime != 0; + bool ret = mFrameIndex !=0 || mFrameTime != 0; mFrameIndex = 0; mFrameTime = 0; - mLastTime = 0; return ret; } @@ -87,21 +86,13 @@ bool AnimatedSprite::play(const std::string &spriteAction) bool AnimatedSprite::update(int time) { - // Avoid freaking out at first frame or when tick_time overflows - if (time < mLastTime || mLastTime == 0) - mLastTime = time; - - // If not enough time has passed yet, do nothing - if (time <= mLastTime || !mAnimation) + if (!mAnimation) return false; - unsigned int dt = time - mLastTime; - mLastTime = time; - Animation *animation = mAnimation; Frame *frame = mFrame; - if (!updateCurrentAnimation(dt)) + if (!updateCurrentAnimation(time)) { // Animation finished, reset to default play(SpriteAction::STAND); @@ -111,7 +102,7 @@ bool AnimatedSprite::update(int time) return animation != mAnimation || frame != mFrame; } -bool AnimatedSprite::updateCurrentAnimation(unsigned int time) +bool AnimatedSprite::updateCurrentAnimation(int time) { if (!mFrame || Animation::isTerminator(*mFrame)) return false; |