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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/simpleanimation.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/simpleanimation.h')
-rw-r--r--src/simpleanimation.h6
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. */