Removed delta time system from the framework

This commit is contained in:
Kayne Ruse
2014-08-19 02:52:15 +10:00
parent f52a022e64
commit 5dea53ad50
18 changed files with 31 additions and 31 deletions
+4 -4
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@@ -21,14 +21,14 @@
*/ */
#include "character.hpp" #include "character.hpp"
void Character::Update(double delta) { void Character::Update() {
if (motion.x && motion.y) { if (motion.x && motion.y) {
origin += motion * delta * CHARACTER_WALKING_MOD; origin += motion * CHARACTER_WALKING_MOD;
} }
else if (motion != 0) { else if (motion != 0) {
origin += motion * delta; origin += motion;
} }
sprite.Update(delta); sprite.Update(0.016);
} }
void Character::DrawTo(SDL_Surface* const dest, int camX, int camY) { void Character::DrawTo(SDL_Surface* const dest, int camX, int camY) {
+1 -1
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@@ -40,7 +40,7 @@ public:
Character() = default; Character() = default;
~Character() = default; ~Character() = default;
void Update(double delta); void Update();
//graphics //graphics
void DrawTo(SDL_Surface* const, int camX, int camY); void DrawTo(SDL_Surface* const, int camX, int camY);
+3 -3
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@@ -120,7 +120,6 @@ void ClientApplication::Proc() {
//prepare the time system //prepare the time system
typedef std::chrono::steady_clock Clock; typedef std::chrono::steady_clock Clock;
std::chrono::duration<int, std::milli> delta(16);
Clock::time_point simTime = Clock::now(); Clock::time_point simTime = Clock::now();
Clock::time_point realTime; Clock::time_point realTime;
@@ -138,8 +137,9 @@ void ClientApplication::Proc() {
//simulate game time //simulate game time
while (simTime < realTime) { while (simTime < realTime) {
//call each user defined function //call each user defined function
activeScene->RunFrame(double(delta.count()) / std::chrono::duration<int, std::milli>::period::den); activeScene->RunFrame();
simTime += delta; //~60 FPS
simTime += std::chrono::duration<int, std::milli>(16);
} }
//draw the game to the screen //draw the game to the screen
+2 -2
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@@ -75,10 +75,10 @@ SceneList BaseScene::GetNextScene() const {
//Frame loop //Frame loop
//------------------------- //-------------------------
void BaseScene::RunFrame(double delta) { void BaseScene::RunFrame() {
FrameStart(); FrameStart();
HandleEvents(); HandleEvents();
Update(delta); Update();
FrameEnd(); FrameEnd();
} }
+2 -2
View File
@@ -40,13 +40,13 @@ public:
SceneList GetNextScene() const; SceneList GetNextScene() const;
//Frame loop //Frame loop
virtual void RunFrame(double delta); virtual void RunFrame();
virtual void RenderFrame(); virtual void RenderFrame();
protected: protected:
virtual void FrameStart() {} virtual void FrameStart() {}
virtual void HandleEvents(); virtual void HandleEvents();
virtual void Update(double delta) {} virtual void Update() {}
virtual void FrameEnd() {} virtual void FrameEnd() {}
virtual void Render(SDL_Surface* const screen) {} virtual void Render(SDL_Surface* const screen) {}
+1 -1
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@@ -80,7 +80,7 @@ CleanUp::~CleanUp() {
//Frame loop //Frame loop
//------------------------- //-------------------------
void CleanUp::Update(double delta) { void CleanUp::Update() {
if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) { if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
SetNextScene(SceneList::MAINMENU); SetNextScene(SceneList::MAINMENU);
} }
+1 -1
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@@ -50,7 +50,7 @@ public:
protected: protected:
//Frame loop //Frame loop
void Update(double delta); void Update();
void Render(SDL_Surface* const); void Render(SDL_Surface* const);
//Event handlers //Event handlers
+5 -5
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@@ -92,17 +92,17 @@ void InWorld::FrameStart() {
// //
} }
void InWorld::Update(double delta) { void InWorld::Update() {
//suck in and process all waiting packets //suck in and process all waiting packets
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE)); SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
while(network.Receive(packetBuffer)) { while(network.Receive(packetBuffer)) {
HandlePacket(packetBuffer); HandlePacket(packetBuffer);
} }
free(static_cast<void*>(packetBuffer)); delete reinterpret_cast<char*>(packetBuffer);
//update the characters //update the characters
for (auto& it : characterMap) { for (auto& it : characterMap) {
it.second.Update(delta); it.second.Update();
} }
//check the map //check the map
@@ -129,7 +129,7 @@ void InWorld::Update(double delta) {
} }
if ((localCharacter->GetOrigin() + localCharacter->GetBounds()).CheckOverlap(wallBounds)) { if ((localCharacter->GetOrigin() + localCharacter->GetBounds()).CheckOverlap(wallBounds)) {
localCharacter->SetOrigin(localCharacter->GetOrigin() - (localCharacter->GetMotion() * delta)); localCharacter->SetOrigin(localCharacter->GetOrigin() - (localCharacter->GetMotion()));
localCharacter->SetMotion({0,0}); localCharacter->SetMotion({0,0});
localCharacter->CorrectSprite(); localCharacter->CorrectSprite();
SendPlayerUpdate(); SendPlayerUpdate();
+1 -1
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@@ -59,7 +59,7 @@ public:
protected: protected:
//Frame loop //Frame loop
void FrameStart(); void FrameStart();
void Update(double delta); void Update();
void FrameEnd(); void FrameEnd();
void RenderFrame(); void RenderFrame();
void Render(SDL_Surface* const); void Render(SDL_Surface* const);
+3 -3
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@@ -82,13 +82,13 @@ void LobbyMenu::FrameStart() {
// //
} }
void LobbyMenu::Update(double delta) { void LobbyMenu::Update() {
//suck in and process all waiting packets //suck in and process all waiting packets
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE)); SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
while(network.Receive(packetBuffer)) { while(network.Receive(packetBuffer)) {
HandlePacket(packetBuffer); HandlePacket(packetBuffer);
} }
free(static_cast<void*>(packetBuffer)); delete reinterpret_cast<char*>(packetBuffer);
} }
void LobbyMenu::FrameEnd() { void LobbyMenu::FrameEnd() {
+1 -1
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@@ -47,7 +47,7 @@ public:
protected: protected:
//Frame loop //Frame loop
void FrameStart(); void FrameStart();
void Update(double delta); void Update();
void FrameEnd(); void FrameEnd();
void Render(SDL_Surface* const); void Render(SDL_Surface* const);
+1 -1
View File
@@ -72,7 +72,7 @@ void MainMenu::FrameStart() {
// //
} }
void MainMenu::Update(double delta) { void MainMenu::Update() {
// //
} }
+1 -1
View File
@@ -37,7 +37,7 @@ public:
protected: protected:
//Frame loop //Frame loop
void FrameStart(); void FrameStart();
void Update(double delta); void Update();
void FrameEnd(); void FrameEnd();
void Render(SDL_Surface* const); void Render(SDL_Surface* const);
+1 -1
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@@ -59,7 +59,7 @@ void OptionsMenu::FrameStart() {
// //
} }
void OptionsMenu::Update(double delta) { void OptionsMenu::Update() {
// //
} }
+1 -1
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@@ -38,7 +38,7 @@ public:
protected: protected:
//Frame loop //Frame loop
void FrameStart(); void FrameStart();
void Update(double delta); void Update();
void FrameEnd(); void FrameEnd();
void Render(SDL_Surface* const); void Render(SDL_Surface* const);
+1 -1
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@@ -40,7 +40,7 @@ SplashScreen::~SplashScreen() {
//Frame loop //Frame loop
//------------------------- //-------------------------
void SplashScreen::Update(double delta) { void SplashScreen::Update() {
if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(1)) { if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(1)) {
SetNextScene(SceneList::MAINMENU); SetNextScene(SceneList::MAINMENU);
} }
+1 -1
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@@ -36,7 +36,7 @@ public:
protected: protected:
//Frame loop //Frame loop
void Update(double delta); void Update();
void Render(SDL_Surface* const); void Render(SDL_Surface* const);
//members //members
+1 -1
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@@ -25,7 +25,7 @@
#include <cmath> #include <cmath>
//the speeds that the characters move //the speeds that the characters move
constexpr double CHARACTER_WALKING_SPEED = 140.0; constexpr double CHARACTER_WALKING_SPEED = 2.24;
constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0); constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0);
//the bounds for the character objects, mapped to the default sprites //the bounds for the character objects, mapped to the default sprites