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author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-05-14 20:58:26 +0000 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-05-14 20:58:26 +0000 |
commit | 0632377e8b2e63f965b30ac89a9e2dca819735ef (patch) | |
tree | 522477ab24f80baa393e0f9ecece14062483c810 /src/game.cpp | |
parent | 8381ec4111505692a9058db37412adb872bedd3e (diff) | |
download | mana-client-0632377e8b2e63f965b30ac89a9e2dca819735ef.tar.gz mana-client-0632377e8b2e63f965b30ac89a9e2dca819735ef.tar.bz2 mana-client-0632377e8b2e63f965b30ac89a9e2dca819735ef.tar.xz mana-client-0632377e8b2e63f965b30ac89a9e2dca819735ef.zip |
Added framerate limiter, off by default (0 means no limit)
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 16 |
1 files changed, 11 insertions, 5 deletions
diff --git a/src/game.cpp b/src/game.cpp index 7481ea9a..8c90f329 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -68,8 +68,10 @@ class DeatchNoticeListener : public gcn::ActionListener { } } deathNoticeListener; - -Uint32 refresh_time(Uint32 interval, void *param) +/** + * Advances game logic counter. + */ +Uint32 nextTick(Uint32 interval, void *param) { tick_time++; if (tick_time == MAX_TIME) tick_time = 0; @@ -80,7 +82,7 @@ Uint32 refresh_time(Uint32 interval, void *param) * Lets u only trigger an action every other second * tmp. counts fps */ -Uint32 second(Uint32 interval, void *param) +Uint32 nextSecond(Uint32 interval, void *param) { action_time = true; fps = frame; @@ -107,6 +109,7 @@ void game() while (state != EXIT) { + // Handle all necessary game logic while (get_elapsed_time(gameTime) > 0) { do_input(); @@ -115,9 +118,12 @@ void game() } gameTime = tick_time; + // Draw next frame gui->logic(); engine->draw(); graphics->updateScreen(); + + // Handle network stuff and flush it do_parse(); flush(); } @@ -153,8 +159,8 @@ void do_init() // Initialize timers tick_time = 0; - SDL_AddTimer(10, refresh_time, NULL); - SDL_AddTimer(1000, second, NULL); + SDL_AddTimer(10, nextTick, NULL); // Logic counter + SDL_AddTimer(1000, nextSecond, NULL); // Seconds counter // Initialize beings player_node = new Being(); |