wires are simulated on every other update

This commit is contained in:
minjaesong
2021-10-25 10:58:18 +09:00
parent a79e673408
commit 64475455a8
2 changed files with 17 additions and 7 deletions

View File

@@ -8,6 +8,7 @@ import net.torvald.terrarum.blockproperties.Fluid
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameactors.Controllable
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.modulebasegame.TerrarumIngame.Companion.inUpdateRange
import net.torvald.terrarum.modulebasegame.gameactors.*
import org.dyn4j.geometry.Vector2
@@ -54,8 +55,8 @@ object WorldSimulator {
/** Bottom-right point */
var updateYTo = 0
private val ingame: IngameInstance
get() = Terrarum.ingame!!
private val ingame: TerrarumIngame
get() = Terrarum.ingame!! as TerrarumIngame
private val world: GameWorld
get() = ingame.world
@@ -85,8 +86,13 @@ object WorldSimulator {
App.measureDebugTime("WorldSimulator.fallables") {
displaceFallables(delta)
}
App.measureDebugTime("WorldSimulator.wires") {
simulateWires(delta)
if (ingame.WORLD_UPDATE_TIMER % 2 == 1) {
App.measureDebugTime("WorldSimulator.wires") {
simulateWires(delta)
}
}
else {
// TODO update logic
}
App.measureDebugTime("WorldSimulator.collisionDroppedItem") {
collideDroppedItems()