mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 11:48:55 +01:00
internal/clock: Update takes FPS
This commit is contained in:
parent
a0c62e90fc
commit
18ec1d8265
@ -82,7 +82,7 @@ func (c *graphicsContext) initializeIfNeeded() error {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (c *graphicsContext) Update(afterFrameUpdate func()) error {
|
func (c *graphicsContext) Update(afterFrameUpdate func()) error {
|
||||||
updateCount := clock.Update()
|
updateCount := clock.Update(FPS)
|
||||||
|
|
||||||
if err := c.initializeIfNeeded(); err != nil {
|
if err := c.initializeIfNeeded(); err != nil {
|
||||||
return err
|
return err
|
||||||
|
@ -20,8 +20,6 @@ import (
|
|||||||
"time"
|
"time"
|
||||||
)
|
)
|
||||||
|
|
||||||
const FPS = 60
|
|
||||||
|
|
||||||
var (
|
var (
|
||||||
frames int64
|
frames int64
|
||||||
|
|
||||||
@ -66,7 +64,7 @@ func updateFPS(now int64) {
|
|||||||
|
|
||||||
// Update updates the inner clock state and returns an integer value
|
// Update updates the inner clock state and returns an integer value
|
||||||
// indicating how many game frames the game should update.
|
// indicating how many game frames the game should update.
|
||||||
func Update() int {
|
func Update(logicFPS int) int {
|
||||||
m.Lock()
|
m.Lock()
|
||||||
defer m.Unlock()
|
defer m.Unlock()
|
||||||
|
|
||||||
@ -92,20 +90,20 @@ func Update() int {
|
|||||||
count := 0
|
count := 0
|
||||||
syncWithSystemClock := false
|
syncWithSystemClock := false
|
||||||
|
|
||||||
if diff > 5*int64(time.Second)/FPS {
|
if diff > 5*int64(time.Second)/int64(logicFPS) {
|
||||||
// The previous time is too old.
|
// The previous time is too old.
|
||||||
// Let's force to sync the game time with the system clock.
|
// Let's force to sync the game time with the system clock.
|
||||||
syncWithSystemClock = true
|
syncWithSystemClock = true
|
||||||
} else {
|
} else {
|
||||||
count = int(diff * FPS / int64(time.Second))
|
count = int(diff * int64(logicFPS) / int64(time.Second))
|
||||||
}
|
}
|
||||||
|
|
||||||
// Stabilize FPS.
|
// Stabilize FPS.
|
||||||
// Without this adjustment, count can be unstable like 0, 2, 0, 2, ...
|
// Without this adjustment, count can be unstable like 0, 2, 0, 2, ...
|
||||||
if count == 0 && (int64(time.Second)/FPS/2) < diff {
|
if count == 0 && (int64(time.Second)/int64(logicFPS)/2) < diff {
|
||||||
count = 1
|
count = 1
|
||||||
}
|
}
|
||||||
if count == 2 && (int64(time.Second)/FPS*3/2) > diff {
|
if count == 2 && (int64(time.Second)/int64(logicFPS)*3/2) > diff {
|
||||||
count = 1
|
count = 1
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -113,7 +111,7 @@ func Update() int {
|
|||||||
if syncWithSystemClock {
|
if syncWithSystemClock {
|
||||||
lastSystemTime = n
|
lastSystemTime = n
|
||||||
} else {
|
} else {
|
||||||
lastSystemTime += int64(count) * int64(time.Second) / FPS
|
lastSystemTime += int64(count) * int64(time.Second) / int64(logicFPS)
|
||||||
}
|
}
|
||||||
|
|
||||||
updateFPS(n)
|
updateFPS(n)
|
||||||
|
2
run.go
2
run.go
@ -30,7 +30,7 @@ import (
|
|||||||
)
|
)
|
||||||
|
|
||||||
// FPS represents how many times game updating happens in a second (60).
|
// FPS represents how many times game updating happens in a second (60).
|
||||||
const FPS = clock.FPS
|
const FPS = 60
|
||||||
|
|
||||||
// CurrentFPS returns the current number of frames per second of rendering.
|
// CurrentFPS returns the current number of frames per second of rendering.
|
||||||
//
|
//
|
||||||
|
Loading…
Reference in New Issue
Block a user