the entire game will use new smooth delta

This commit is contained in:
minjaesong
2019-01-21 05:22:49 +09:00
parent f1499e3e48
commit 5260dc437c
12 changed files with 48 additions and 48 deletions

View File

@@ -100,6 +100,8 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
* When the engine resolves this value, the framerate must be accounted for. E.g.:
* 3.0 is resolved as 3.0 if FPS is 60, but the same value should be resolved as 6.0 if FPS is 30.
* v_resolved = v * (60/FPS) or, v * (60 * delta_t)
* (Use this code verbatim: '(Terrarum.PHYS_REF_FPS * delta)')
*
*
* Elevators/Movingwalks/etc.: edit hitbox manually!
*
@@ -271,10 +273,6 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
internal var walledBottom = false // UNUSED; only for BasicDebugInfoWindow
internal var colliding = false
protected inline val updateDelta: Float
get() = Terrarum.deltaTime
var isWalkingH = false
var isWalkingV = false
@@ -340,7 +338,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
inline val feetPosTile: IntArray
get() = intArrayOf(hIntTilewiseHitbox.centeredX.floorInt(), hIntTilewiseHitbox.endY.floorInt())
override fun run() = update(updateDelta)
override fun run() = update(AppLoader.getSmoothDelta().toFloat())
/**
* Add vector value to the velocity, in the time unit of single frame.
@@ -355,18 +353,18 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
private val bounceDampenVelThreshold = 0.5
override fun update(delta: Float) {
override fun update(fdelta: Float) {
if (isUpdate && !flagDespawn) {
//val ddelta = Gdx.graphics.rawDeltaTime.toDouble()
val ddelta = AppLoader.getSmoothDelta()
//val delta = Gdx.graphics.rawDeltaTime.toDouble()
val delta = AppLoader.getSmoothDelta()
//println("${Gdx.graphics.rawDeltaTime.toDouble()}\t${AppLoader.getSmoothDelta()}")
if (!assertPrinted) assertInit()
if (sprite != null) sprite!!.update(delta)
if (spriteGlow != null) spriteGlow!!.update(delta)
if (sprite != null) sprite!!.update(fdelta)
if (spriteGlow != null) spriteGlow!!.update(fdelta)
// make NoClip work for player
if (true) {//this == Terrarum.ingame!!.actorNowPlaying) {
@@ -391,7 +389,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
// Actors are subject to the gravity and the buoyancy if they are not levitating
if (!isNoSubjectToGrav) {
applyGravitation(ddelta)
applyGravitation(delta)
}
//applyBuoyancy()
@@ -412,11 +410,11 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
* This body is NON-STATIC and the other body is STATIC
*/
if (!isNoCollideWorld) {
displaceHitbox(ddelta)
displaceHitbox(delta)
}
else {
val vecSum = externalForce + (controllerMoveDelta ?: Vector2(0.0, 0.0))
hitbox.translate(vecSum * (Terrarum.PHYS_REF_FPS * ddelta))
hitbox.translate(vecSum * (Terrarum.PHYS_REF_FPS * delta))
}
//////////////////////////////////////////////////////////////
@@ -430,9 +428,9 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
// TODO less friction for non-animating objects (make items glide far more on ice)
// FIXME asymmetry on friction
setHorizontalFriction() // friction SHOULD use and alter externalForce
setHorizontalFriction(delta) // friction SHOULD use and alter externalForce
//if (isNoClip) { // TODO also hanging on the rope, etc.
setVerticalFriction()
setVerticalFriction(delta)
//}
@@ -1073,7 +1071,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
/** about stopping
* for about get moving, see updateMovementControl */
private fun setHorizontalFriction() {
private fun setHorizontalFriction(delta: Double) {
val friction = if (isNoClip)
BASE_FRICTION * BlockCodex[Block.STONE].friction.frictionToMult()
else {
@@ -1102,7 +1100,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
}
}
private fun setVerticalFriction() {
private fun setVerticalFriction(delta: Double) {
val friction = if (isNoClip)
BASE_FRICTION * BlockCodex[Block.STONE].friction.frictionToMult()
else