Fixed some framerate issues
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@@ -62,7 +62,7 @@ void ClientApplication::Init() {
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if (SDL_Init(SDL_INIT_VIDEO)) {
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throw(std::runtime_error("Failed to initialize SDL"));
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}
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BaseScene::SetScreen(config.Int("screen.w"), config.Int("screen.h"), 0, (config.Bool("screen.f")) ? SDL_HWSURFACE|SDL_DOUBLEBUF : SDL_HWSURFACE);
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BaseScene::SetScreen(config.Int("screen.w"), config.Int("screen.h"), 0, (config.Bool("screen.f")) ? SDL_HWSURFACE|SDL_DOUBLEBUF|SDL_FULLSCREEN : SDL_HWSURFACE|SDL_DOUBLEBUF);
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//initialize SDL_net
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if (SDLNet_Init()) {
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@@ -77,7 +77,7 @@ void ClientApplication::Proc() {
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//prepare the time system
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typedef std::chrono::steady_clock Clock;
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Clock::duration delta(16 * Clock::duration::period::den / std::milli::den);
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std::chrono::duration<int, std::milli> delta(16);
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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@@ -95,15 +95,12 @@ void ClientApplication::Proc() {
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//simulate game time
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while (simTime < realTime) {
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//call each user defined function
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activeScene->RunFrame(double(delta.count()) / Clock::duration::period::den);
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activeScene->RunFrame(double(delta.count()) / std::chrono::duration<int, std::milli>::period::den);
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simTime += delta;
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}
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//draw the game to the screen
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activeScene->RenderFrame();
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//give the computer a break
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SDL_Delay(10);
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}
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UnloadScene();
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@@ -121,7 +118,6 @@ void ClientApplication::Quit() {
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void ClientApplication::LoadScene(SceneList sceneIndex) {
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UnloadScene();
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switch(sceneIndex) {
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//add scene creation calls here
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case SceneList::FIRST:
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@@ -143,7 +139,6 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
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case SceneList::INCOMBAT:
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activeScene = new InCombat();
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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}
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