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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/simpleanimation.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/simpleanimation.cpp')
-rw-r--r-- | src/simpleanimation.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/simpleanimation.cpp b/src/simpleanimation.cpp index 2d3634bb..161b50c9 100644 --- a/src/simpleanimation.cpp +++ b/src/simpleanimation.cpp @@ -71,11 +71,11 @@ void SimpleAnimation::setFrame(int frame) mCurrentFrame = mAnimation.getFrame(mAnimationPhase); } -void SimpleAnimation::update(int timePassed) +void SimpleAnimation::update(int dt) { if (mInitialized) { - mAnimationTime += timePassed; + mAnimationTime += dt; while (mAnimationTime > mCurrentFrame->delay && mCurrentFrame->delay > 0) { |