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authorThorbjørn Lindeijer <bjorn@lindeijer.nl>2024-10-02 14:52:30 +0200
committerThorbjørn Lindeijer <bjorn@lindeijer.nl>2024-10-08 21:03:28 +0200
commit7de0b165f196cb0c1f983b6d2ab26ef9791a2d36 (patch)
tree86f55c00b3fe17dae950351f3c33d35e6abd5a4d /src/animatedsprite.h
parent59a7d5c58f8b3af21b3e19d4e78f5653bf011bfb (diff)
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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.h')
-rw-r--r--src/animatedsprite.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/animatedsprite.h b/src/animatedsprite.h
index 05c73ddd..51544a48 100644
--- a/src/animatedsprite.h
+++ b/src/animatedsprite.h
@@ -79,10 +79,9 @@ class AnimatedSprite final : public Sprite
int getDuration() const override;
private:
- bool updateCurrentAnimation(unsigned int dt);
+ bool updateCurrentAnimation(int dt);
SpriteDirection mDirection = DIRECTION_DOWN; /**< The sprite direction. */
- int mLastTime = 0; /**< The last time update was called. */
int mFrameIndex = 0; /**< The index of the current frame. */
int mFrameTime = 0; /**< The time since start of frame. */