ui: Introduce IsRunningSlowly (#168)

This commit is contained in:
Hajime Hoshi 2016-02-28 02:25:53 +09:00
parent 8132264a88
commit b3d7e04de5
3 changed files with 16 additions and 1 deletions

View File

@ -46,6 +46,8 @@ func (game *Game) Update(r *ebiten.Image) error {
SceneManager: game.sceneManager,
Input: &game.input,
})
game.sceneManager.Draw(r)
if !ebiten.IsRunningSlowly() {
game.sceneManager.Draw(r)
}
return nil
}

View File

@ -39,6 +39,9 @@ func (c *graphicsContext) update(f func(*Image) error) error {
if err := f(c.screen); err != nil {
return err
}
if IsRunningSlowly() {
return nil
}
// TODO: In WebGL, we don't need to clear the image here.
if err := c.defaultRenderTarget.Clear(); err != nil {
return err

10
run.go
View File

@ -26,6 +26,7 @@ var runContext = &struct {
newScreenWidth int
newScreenHeight int
newScreenScale int
isRunningSlowly bool
}{}
// CurrentFPS returns the current number of frames per second.
@ -33,6 +34,13 @@ func CurrentFPS() float64 {
return runContext.fps
}
// IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS.
// The game screen is not updated when IsRunningSlowly is true.
// It is recommended to skip heavy processing, especially drawing, when IsRunningSlowly is true.
func IsRunningSlowly() bool {
return runContext.isRunningSlowly
}
// Run runs the game.
// f is a function which is called at every frame.
// The argument (*Image) is the render target that represents the screen.
@ -94,10 +102,12 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
}
now := ui.Now()
// If beforeForUpdate is too old, we assume that screen is not shown.
runContext.isRunningSlowly = false
if int64(5*time.Second/60) < now-beforeForUpdate {
beforeForUpdate = now
} else {
c := int((now - beforeForUpdate) * 60 / int64(time.Second))
runContext.isRunningSlowly = c >= 2
for i := 0; i < c; i++ {
if err := graphicsContext.update(f); err != nil {
return err