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internal/clock: Update takes FPS
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a0c62e90fc
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@ -82,7 +82,7 @@ func (c *graphicsContext) initializeIfNeeded() error {
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}
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func (c *graphicsContext) Update(afterFrameUpdate func()) error {
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updateCount := clock.Update()
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updateCount := clock.Update(FPS)
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if err := c.initializeIfNeeded(); err != nil {
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return err
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@ -20,8 +20,6 @@ import (
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"time"
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)
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const FPS = 60
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var (
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frames int64
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@ -66,7 +64,7 @@ func updateFPS(now int64) {
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// Update updates the inner clock state and returns an integer value
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// indicating how many game frames the game should update.
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func Update() int {
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func Update(logicFPS int) int {
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m.Lock()
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defer m.Unlock()
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@ -92,20 +90,20 @@ func Update() int {
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count := 0
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syncWithSystemClock := false
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if diff > 5*int64(time.Second)/FPS {
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if diff > 5*int64(time.Second)/int64(logicFPS) {
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// The previous time is too old.
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// Let's force to sync the game time with the system clock.
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syncWithSystemClock = true
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} else {
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count = int(diff * FPS / int64(time.Second))
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count = int(diff * int64(logicFPS) / int64(time.Second))
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}
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// Stabilize FPS.
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// Without this adjustment, count can be unstable like 0, 2, 0, 2, ...
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if count == 0 && (int64(time.Second)/FPS/2) < diff {
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if count == 0 && (int64(time.Second)/int64(logicFPS)/2) < diff {
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count = 1
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}
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if count == 2 && (int64(time.Second)/FPS*3/2) > diff {
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if count == 2 && (int64(time.Second)/int64(logicFPS)*3/2) > diff {
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count = 1
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}
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@ -113,7 +111,7 @@ func Update() int {
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if syncWithSystemClock {
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lastSystemTime = n
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} else {
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lastSystemTime += int64(count) * int64(time.Second) / FPS
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lastSystemTime += int64(count) * int64(time.Second) / int64(logicFPS)
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}
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updateFPS(n)
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