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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.h | |
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.h')
-rw-r--r-- | src/simpleanimation.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/simpleanimation.h b/src/simpleanimation.h index a8fb4cba..6a7f899e 100644 --- a/src/simpleanimation.h +++ b/src/simpleanimation.h @@ -51,7 +51,7 @@ class SimpleAnimation final int getLength() const; - void update(int timePassed); + void update(int dt); bool draw(Graphics *graphics, int posX, int posY) const; @@ -64,12 +64,12 @@ class SimpleAnimation final private: void initializeAnimation(xmlNodePtr animationNode, - const std::string& dyePalettes = std::string()); + const std::string& dyePalettes = std::string()); /** The hosted animation. */ Animation mAnimation; - /** Time in game ticks the current frame is shown. */ + /** Time in milliseconds the current frame is shown. */ int mAnimationTime = 0; /** Index of current animation phase. */ |