Game update system now respects frame update time

Co-authored-by: r3cp3ct <45179536+r3cp3ct@users.noreply.github.com>
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
main
sigonasr2 3 years ago
parent 5e97719ccf
commit 31f9bb513b
  1. 14
      src/sig/RabiClone.java
  2. 1
      src/sig/objects/Player.java

@ -92,8 +92,8 @@ public class RabiClone{
lastGameTime=System.nanoTime();
while (dt>=(1/244d)*1000000000) {
double updateMult = 1/244d;
while (dt>=(1/244d)*1000000000l) {
final double updateMult = 1/244d;
handleGameControllers();
KeyBind.poll();
@ -129,10 +129,14 @@ public class RabiClone{
OBJ.remove(i--);
}
}
dt-=(1/244d)*1000000000;
dt-=(1/244d)*1000000000l;
}
if (dt<0) {
dt=0;
if (dt<(1/244d)*1000000000l) {
lastReportedTime=System.currentTimeMillis();
} else
if (System.currentTimeMillis()-lastReportedTime>5000) {
System.out.println("WARNING! Game is lagging behind! Frames Behind: "+(dt/((1/244d)*1000000000l)));
lastReportedTime=System.currentTimeMillis();
}
}
}

@ -395,6 +395,7 @@ public class Player extends AnimatedObject{
groundCollision=true;
collisionOccured=true;
state = State.IDLE;
break;
}
}
if (!collisionOccured) {

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