mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
ebiten: rename TPS functions
* SetMaxTPS() -> SetTPS() * MaxTPS() -> TPS() * CurrentTPS() -> ActualTPS() * CurrentFPS() -> ActualFPS() Closes #2071
This commit is contained in:
parent
356c625601
commit
0f52381580
@ -270,7 +270,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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// Draw the message.
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tutorial := "Space: Move forward\nLeft/Right: Rotate"
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msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f\n%s", ebiten.CurrentTPS(), ebiten.CurrentFPS(), tutorial)
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msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f\n%s", ebiten.ActualTPS(), ebiten.ActualFPS(), tutorial)
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ebitenutil.DebugPrint(screen, msg)
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}
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@ -43,7 +43,7 @@ type Game struct {
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func (g *Game) Update() error {
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g.count++
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g.count %= ebiten.MaxTPS() * 10
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g.count %= ebiten.TPS() * 10
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return nil
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}
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@ -369,7 +369,7 @@ Press U to switch the runnable-on-unfocused state
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Press A to switch Ogg and MP3 (Current: %s)
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Current Time: %s
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Current Volume: %d/128
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Type: %s`, ebiten.CurrentTPS(), p.musicType,
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Type: %s`, ebiten.ActualTPS(), p.musicType,
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currentTimeStr, int(p.audioPlayer.Volume()*128), p.musicType)
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ebitenutil.DebugPrint(screen, msg)
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}
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@ -86,7 +86,7 @@ audio.NewInfiniteLoopWithIntro.
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Intro: 0[s] - %[2]d[s]
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Loop: %[2]d[s] - %[3]d[s]
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Current: %0.2[4]f[s]`, ebiten.CurrentTPS(), introLengthInSecond, introLengthInSecond+loopLengthInSecond, float64(pos)/float64(time.Second))
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Current: %0.2[4]f[s]`, ebiten.ActualTPS(), introLengthInSecond, introLengthInSecond+loopLengthInSecond, float64(pos)/float64(time.Second))
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ebitenutil.DebugPrint(screen, msg)
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}
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@ -108,7 +108,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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This is an example using
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stereo audio panning.
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Current: %0.2f[s]
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Panning: %.2f`, ebiten.CurrentTPS(), float64(pos)/float64(time.Second), g.panning)
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Panning: %.2f`, ebiten.ActualTPS(), float64(pos)/float64(time.Second), g.panning)
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ebitenutil.DebugPrint(screen, msg)
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// draw image to show where the sound is at related to the screen
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@ -68,7 +68,7 @@ func (s *GamepadScene) Update(state *GameState) error {
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if state.Input.gamepadConfig.Scan(b) {
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s.currentIndex++
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if s.currentIndex == len(virtualGamepadButtons) {
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s.countAfterSetting = ebiten.MaxTPS()
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s.countAfterSetting = ebiten.TPS()
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}
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}
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return nil
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@ -238,7 +238,7 @@ func (s *GameScene) Update(state *GameState) error {
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return nil
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}
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maxLandingCount := ebiten.MaxTPS()
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maxLandingCount := ebiten.TPS()
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if s.currentPiece == nil {
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s.initCurrentPiece(s.choosePiece())
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}
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@ -185,7 +185,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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worldX, worldY := g.camera.ScreenToWorld(ebiten.CursorPosition())
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ebitenutil.DebugPrint(
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screen,
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fmt.Sprintf("TPS: %0.2f\nMove (WASD/Arrows)\nZoom (QE)\nRotate (R)\nReset (Space)", ebiten.CurrentTPS()),
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fmt.Sprintf("TPS: %0.2f\nMove (WASD/Arrows)\nZoom (QE)\nRotate (R)\nReset (Space)", ebiten.ActualTPS()),
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)
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ebitenutil.DebugPrintAt(
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@ -91,7 +91,7 @@ func NewGame() *Game {
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}
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func (g *Game) Update() error {
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g.space.Step(1.0 / float64(ebiten.MaxTPS()))
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g.space.Step(1.0 / float64(ebiten.TPS()))
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return nil
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}
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@ -107,7 +107,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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screen.DrawImage(dot, op)
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})
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -312,7 +312,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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scoreStr := fmt.Sprintf("%04d", g.score())
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text.Draw(screen, scoreStr, arcadeFont, screenWidth-len(scoreStr)*fontSize, fontSize, color.White)
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()))
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}
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func (g *Game) pipeAt(tileX int) (tileY int, ok bool) {
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@ -129,7 +129,7 @@ type Game struct {
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func (g *Game) Update() error {
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// Change the text color for each second.
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if g.counter%ebiten.MaxTPS() == 0 {
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if g.counter%ebiten.TPS() == 0 {
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g.kanjiText = ""
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for j := 0; j < 4; j++ {
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for i := 0; i < 8; i++ {
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@ -151,7 +151,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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const x = 20
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// Draw info
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msg := fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS())
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msg := fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS())
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text.Draw(screen, msg, mplusNormalFont, x, 40, color.White)
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// Draw the sample text
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@ -95,7 +95,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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}
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}
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -151,7 +151,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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g.renderLevel(screen)
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// Print game info.
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ebitenutil.DebugPrint(screen, fmt.Sprintf("KEYS WASD EC R\nFPS %0.0f\nTPS %0.0f\nSCA %0.2f\nPOS %0.0f,%0.0f", ebiten.CurrentFPS(), ebiten.CurrentTPS(), g.camScale, g.camX, g.camY))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("KEYS WASD EC R\nFPS %0.0f\nTPS %0.0f\nSCA %0.2f\nPOS %0.0f,%0.0f", ebiten.ActualFPS(), ebiten.ActualTPS(), g.camScale, g.camX, g.camY))
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}
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// Layout is called when the Game's layout changes.
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@ -65,7 +65,7 @@ func (g *Game) Update() error {
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func (g *Game) Draw(screen *ebiten.Image) {
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screen.ReplacePixels(g.noiseImage.Pix)
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.ActualTPS(), ebiten.ActualFPS()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -100,7 +100,7 @@ func (g *Game) paint(canvas *ebiten.Image, x, y int) {
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op.GeoM.Translate(float64(x), float64(y))
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// Scale the color and rotate the hue so that colors vary on each frame.
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op.ColorM.Scale(1.0, 0.50, 0.125, 1.0)
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tps := ebiten.MaxTPS()
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tps := ebiten.TPS()
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theta := 2.0 * math.Pi * float64(g.count%tps) / float64(tps)
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op.ColorM.RotateHue(theta)
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canvas.DrawImage(brushImage, op)
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@ -164,7 +164,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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s.draw(screen)
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}
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f\nSprites: %d", ebiten.CurrentTPS(), g.sprites.Len()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f\nSprites: %d", ebiten.ActualTPS(), g.sprites.Len()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -124,7 +124,7 @@ func (g *Game) playNote(scoreIndex int) rune {
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}
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const vol = 1.0 / 16.0
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size := (ebiten.MaxTPS()/2 - 2) * sampleRate / ebiten.MaxTPS()
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size := (ebiten.TPS()/2 - 2) * sampleRate / ebiten.TPS()
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l := make([]int16, size)
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r := make([]int16, size)
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square(l, vol, freq, 0.25)
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@ -229,7 +229,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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screen.Fill(color.RGBA{0x80, 0x80, 0xc0, 0xff})
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screen.DrawImage(pianoImage, nil)
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -153,7 +153,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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g.gopher.draw(screen)
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// Show the message
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msg := fmt.Sprintf("TPS: %0.2f\nPress the space key to jump.", ebiten.CurrentTPS())
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msg := fmt.Sprintf("TPS: %0.2f\nPress the space key to jump.", ebiten.ActualTPS())
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ebitenutil.DebugPrint(screen, msg)
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}
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@ -130,7 +130,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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}
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screen.DrawTriangles(g.vertices, indices, emptyImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image), op)
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msg := fmt.Sprintf("TPS: %0.2f\n%d-gon\nPress <- or -> to change the number of the vertices", ebiten.CurrentTPS(), g.ngon)
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msg := fmt.Sprintf("TPS: %0.2f\n%d-gon\nPress <- or -> to change the number of the vertices", ebiten.ActualTPS(), g.ngon)
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ebitenutil.DebugPrint(screen, msg)
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}
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@ -279,7 +279,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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}
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ebitenutil.DebugPrintAt(screen, "WASD: move", 160, 0)
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS()), 51, 51)
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()), 51, 51)
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf("Rays: 2*%d", len(rays)/2), padding, 222)
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}
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@ -63,7 +63,7 @@ func (g *Game) Update() error {
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func (g *Game) Draw(screen *ebiten.Image) {
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screen.DrawImage(g.offscreen, nil)
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.ActualTPS(), ebiten.ActualFPS()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -178,7 +178,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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v, i = rect(300-float32(cf), 50, 120, 120, color.RGBA{0x00, 0x80, 0x00, 0x80})
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screen.DrawTriangles(v, i, src, nil)
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -107,7 +107,7 @@ func (g *Game) Update() error {
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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msg := fmt.Sprintf("TPS: %0.2f\nThis is an example using infinite audio stream.", ebiten.CurrentTPS())
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msg := fmt.Sprintf("TPS: %0.2f\nThis is an example using infinite audio stream.", ebiten.ActualTPS())
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ebitenutil.DebugPrint(screen, msg)
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}
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@ -181,7 +181,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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if g.moveDirection == dirNone {
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ebitenutil.DebugPrint(screen, fmt.Sprintf("Press up/down/left/right to start"))
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} else {
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ebitenutil.DebugPrint(screen, fmt.Sprintf("FPS: %0.2f Level: %d Score: %d Best Score: %d", ebiten.CurrentFPS(), g.level, g.score, g.bestScore))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("FPS: %0.2f Level: %d Score: %d Best Score: %d", ebiten.ActualFPS(), g.level, g.score, g.bestScore))
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}
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}
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@ -206,7 +206,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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msg := fmt.Sprintf(`TPS: %0.2f
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FPS: %0.2f
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Num of sprites: %d
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Press <- or -> to change the number of sprites`, ebiten.CurrentTPS(), ebiten.CurrentFPS(), g.sprites.num)
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Press <- or -> to change the number of sprites`, ebiten.ActualTPS(), ebiten.ActualFPS(), g.sprites.num)
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ebitenutil.DebugPrint(screen, msg)
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}
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@ -191,7 +191,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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FPS: %0.2f
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Num of sprites: %d
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Press <- or -> to change the number of sprites
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Press Q to quit`, ebiten.CurrentTPS(), ebiten.CurrentFPS(), g.sprites.num)
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Press Q to quit`, ebiten.ActualTPS(), ebiten.ActualFPS(), g.sprites.num)
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ebitenutil.DebugPrint(screen, msg)
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}
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@ -326,7 +326,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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screen.DrawImage(g.canvas, nil)
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ebitenutil.DebugPrintAt(
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screen,
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fmt.Sprintf("TPS: %0.2f, FPS: %0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS()),
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fmt.Sprintf("TPS: %0.2f, FPS: %0.2f", ebiten.ActualTPS(), ebiten.ActualFPS()),
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1, 0,
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)
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ebitenutil.DebugPrintAt(
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@ -351,7 +351,7 @@ func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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}
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func main() {
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ebiten.SetMaxTPS(250)
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ebiten.SetTPS(250)
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ebiten.SetWindowSize(width*scale, height*scale)
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ebiten.SetWindowTitle("Squirals (Ebiten Demo)")
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if err := ebiten.RunGame(NewGame()); err != nil {
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@ -82,7 +82,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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}
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}
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -253,7 +253,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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drawArc(screen, g.counter)
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drawWave(screen, g.counter)
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.ActualTPS(), ebiten.ActualFPS()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -126,7 +126,7 @@ func (g *game) Update() error {
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runnableOnUnfocused := ebiten.IsRunnableOnUnfocused()
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cursorMode := ebiten.CursorMode()
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fpsMode := ebiten.FPSMode()
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tps := ebiten.MaxTPS()
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tps := ebiten.TPS()
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decorated := ebiten.IsWindowDecorated()
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positionX, positionY := ebiten.WindowPosition()
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g.transparent = ebiten.IsScreenTransparent()
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@ -257,7 +257,7 @@ func (g *game) Update() error {
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restore := false
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if ebiten.IsWindowMaximized() || ebiten.IsWindowMinimized() {
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if *flagAutoRestore {
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restore = g.count%ebiten.MaxTPS() == 0
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restore = g.count%ebiten.TPS() == 0
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} else {
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restore = inpututil.IsKeyJustPressed(ebiten.KeyE)
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}
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@ -277,7 +277,7 @@ func (g *game) Update() error {
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if fpsMode != ebiten.FPSMode() {
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ebiten.SetFPSMode(fpsMode)
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}
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ebiten.SetMaxTPS(tps)
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ebiten.SetTPS(tps)
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ebiten.SetWindowDecorated(decorated)
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if toUpdateWindowPosition {
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ebiten.SetWindowPosition(positionX, positionY)
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@ -318,7 +318,7 @@ func (g *game) Draw(screen *ebiten.Image) {
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minw, minh, maxw, maxh := ebiten.WindowSizeLimits()
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cx, cy := ebiten.CursorPosition()
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tpsStr := "Sync with FPS"
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if t := ebiten.MaxTPS(); t != ebiten.SyncWithFPS {
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if t := ebiten.TPS(); t != ebiten.SyncWithFPS {
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tpsStr = fmt.Sprintf("%d", t)
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}
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@ -360,7 +360,7 @@ Window size limitation: (%d, %d) - (%d, %d)
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Cursor: (%d, %d)
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TPS: Current: %0.2f / Max: %s
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FPS: %0.2f
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Device Scale Factor: %0.2f`, msgM, msgR, fg, wx, wy, ww, wh, minw, minh, maxw, maxh, cx, cy, ebiten.CurrentTPS(), tpsStr, ebiten.CurrentFPS(), ebiten.DeviceScaleFactor())
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Device Scale Factor: %0.2f`, msgM, msgR, fg, wx, wy, ww, wh, minw, minh, maxw, maxh, cx, cy, ebiten.ActualTPS(), tpsStr, ebiten.ActualFPS(), ebiten.DeviceScaleFactor())
|
||||
ebitenutil.DebugPrint(screen, msg)
|
||||
}
|
||||
|
||||
|
2
internal/processtest/testdata/issue2154_2.go
vendored
2
internal/processtest/testdata/issue2154_2.go
vendored
@ -75,7 +75,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
|
||||
|
||||
// The blow 3 line matters to reproduce #2154.
|
||||
mx, my := ebiten.CursorPosition()
|
||||
msg := fmt.Sprintf("TPS: %.01f; FPS: %.01f; cursor: (%d, %d)", ebiten.CurrentTPS(), ebiten.CurrentFPS(), mx, my)
|
||||
msg := fmt.Sprintf("TPS: %.01f; FPS: %.01f; cursor: (%d, %d)", ebiten.ActualTPS(), ebiten.ActualFPS(), mx, my)
|
||||
ebitenutil.DebugPrint(screen, msg)
|
||||
}
|
||||
|
||||
|
2
internal/processtest/testdata/issue2182.go
vendored
2
internal/processtest/testdata/issue2182.go
vendored
@ -76,7 +76,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
|
||||
|
||||
// The blow 3 line matters to reproduce #2154.
|
||||
mx, my := ebiten.CursorPosition()
|
||||
msg := fmt.Sprintf("TPS: %.01f; FPS: %.01f; cursor: (%d, %d)", ebiten.CurrentTPS(), ebiten.CurrentFPS(), mx, my)
|
||||
msg := fmt.Sprintf("TPS: %.01f; FPS: %.01f; cursor: (%d, %d)", ebiten.ActualTPS(), ebiten.ActualFPS(), mx, my)
|
||||
ebitenutil.DebugPrint(screen, msg)
|
||||
}
|
||||
|
||||
|
67
run.go
67
run.go
@ -31,8 +31,8 @@ type Game interface {
|
||||
// that the time delta between two Updates is always 1 / TPS [s] (1/60[s] by default). As Ebitengine already
|
||||
// adjusts the number of Update calls, you don't have to measure time deltas in Update by e.g. OS timers.
|
||||
//
|
||||
// An actual TPS is available by CurrentTPS(), and the result might slightly differ from your expected TPS,
|
||||
// but still, your game logic should stick to the fixed time delta and should not rely on CurrentTPS() value.
|
||||
// An actual TPS is available by ActualTPS(), and the result might slightly differ from your expected TPS,
|
||||
// but still, your game logic should stick to the fixed time delta and should not rely on ActualTPS() value.
|
||||
// This API is for just measurement and/or debugging. In the long run, the number of Update calls should be
|
||||
// adjusted based on the set TPS on average.
|
||||
//
|
||||
@ -78,19 +78,27 @@ type Game interface {
|
||||
// DefaultTPS represents a default ticks per second, that represents how many times game updating happens in a second.
|
||||
const DefaultTPS = clock.DefaultTPS
|
||||
|
||||
// CurrentFPS returns the current number of FPS (frames per second), that represents
|
||||
// ActualFPS returns the current number of FPS (frames per second), that represents
|
||||
// how many swapping buffer happens per second.
|
||||
//
|
||||
// On some environments, CurrentFPS doesn't return a reliable value since vsync doesn't work well there.
|
||||
// If you want to measure the application's speed, Use CurrentTPS.
|
||||
// On some environments, ActualFPS doesn't return a reliable value since vsync doesn't work well there.
|
||||
// If you want to measure the application's speed, Use ActualTPS.
|
||||
//
|
||||
// This value is for measurement and/or debug, and your game logic should not rely on this value.
|
||||
//
|
||||
// CurrentFPS is concurrent-safe.
|
||||
func CurrentFPS() float64 {
|
||||
// ActualFPS is concurrent-safe.
|
||||
func ActualFPS() float64 {
|
||||
return clock.ActualFPS()
|
||||
}
|
||||
|
||||
// CurrentFPS returns the current number of FPS (frames per second), that represents
|
||||
// how many swapping buffer happens per second.
|
||||
//
|
||||
// Deprecated: as of v2.4. Use ActualFPS instead.
|
||||
func CurrentFPS() float64 {
|
||||
return ActualFPS()
|
||||
}
|
||||
|
||||
var (
|
||||
isRunGameEnded_ = int32(0)
|
||||
)
|
||||
@ -387,7 +395,7 @@ const (
|
||||
//
|
||||
// In FPSModeVsyncOffMinimum, the game's Update and Draw are called only when
|
||||
// 1) new inputting except for gamepads is detected, or 2) ScheduleFrame is called.
|
||||
// In FPSModeVsyncOffMinimum, TPS is SyncWithFPS no matter what TPS is specified at SetMaxTPS.
|
||||
// In FPSModeVsyncOffMinimum, TPS is SyncWithFPS no matter what TPS is specified at SetTPS.
|
||||
FPSModeVsyncOffMinimum FPSModeType = ui.FPSModeVsyncOffMinimum
|
||||
)
|
||||
|
||||
@ -413,21 +421,36 @@ func ScheduleFrame() {
|
||||
ui.Get().ScheduleFrame()
|
||||
}
|
||||
|
||||
// TPS returns the current maximum TPS.
|
||||
//
|
||||
// TPS is concurrent-safe.
|
||||
func TPS() int {
|
||||
return clock.TPS()
|
||||
}
|
||||
|
||||
// MaxTPS returns the current maximum TPS.
|
||||
//
|
||||
// MaxTPS is concurrent-safe.
|
||||
// Deprecated: as of v2.4. Use TPS instead.
|
||||
func MaxTPS() int {
|
||||
return clock.TPS()
|
||||
return TPS()
|
||||
}
|
||||
|
||||
// ActualTPS returns the current TPS (ticks per second),
|
||||
// that represents how many Update function is called in a second.
|
||||
//
|
||||
// This value is for measurement and/or debug, and your game logic should not rely on this value.
|
||||
//
|
||||
// ActualTPS is concurrent-safe.
|
||||
func ActualTPS() float64 {
|
||||
return clock.ActualTPS()
|
||||
}
|
||||
|
||||
// CurrentTPS returns the current TPS (ticks per second),
|
||||
// that represents how many Update function is called in a second.
|
||||
//
|
||||
// This value is for measurement and/or debug, and your game logic should not rely on this value.
|
||||
//
|
||||
// CurrentTPS is concurrent-safe.
|
||||
// Deprecated: as of v2.4. Use ActualTPS instead.
|
||||
func CurrentTPS() float64 {
|
||||
return clock.ActualTPS()
|
||||
return ActualTPS()
|
||||
}
|
||||
|
||||
// SyncWithFPS is a special TPS value that means TPS syncs with FPS.
|
||||
@ -438,18 +461,26 @@ const SyncWithFPS = clock.SyncWithFPS
|
||||
// Deprecated: as of v2.2. Use SyncWithFPS instead.
|
||||
const UncappedTPS = SyncWithFPS
|
||||
|
||||
// SetMaxTPS sets the maximum TPS (ticks per second),
|
||||
// SetTPS sets the maximum TPS (ticks per second),
|
||||
// that represents how many updating function is called per second.
|
||||
// The initial value is 60.
|
||||
//
|
||||
// If tps is SyncWithFPS, TPS is uncapped and the game is updated per frame.
|
||||
// If tps is negative but not SyncWithFPS, SetMaxTPS panics.
|
||||
// If tps is negative but not SyncWithFPS, SetTPS panics.
|
||||
//
|
||||
// SetMaxTPS is concurrent-safe.
|
||||
func SetMaxTPS(tps int) {
|
||||
// SetTPS is concurrent-safe.
|
||||
func SetTPS(tps int) {
|
||||
clock.SetTPS(tps)
|
||||
}
|
||||
|
||||
// SetMaxTPS sets the maximum TPS (ticks per second),
|
||||
// that represents how many updating function is called per second.
|
||||
//
|
||||
// Deprecated: as of v2.4. Use SetTPS instead.
|
||||
func SetMaxTPS(tps int) {
|
||||
SetTPS(tps)
|
||||
}
|
||||
|
||||
// IsScreenTransparent reports whether the window is transparent.
|
||||
//
|
||||
// IsScreenTransparent is concurrent-safe.
|
||||
|
Loading…
Reference in New Issue
Block a user