throwing in a pr-tree onto the project

This commit is contained in:
minjaesong
2019-07-07 22:13:37 +09:00
parent b66ca70d6c
commit 84e4c82b60
8 changed files with 241 additions and 130 deletions

View File

@@ -484,9 +484,6 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
particlesActive = 0
ingameController.update(delta)
if (!paused) {
WorldSimulator.resetForThisFrame()
@@ -496,9 +493,15 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
///////////////////////////
BlockPropUtil.dynamicLumFuncTickClock()
world.updateWorldTime(delta)
WorldSimulator.invoke(actorNowPlaying, delta)
WeatherMixer.update(delta, actorNowPlaying, world)
BlockStats.update()
AppLoader.measureDebugTime("WorldSimulator.update") {
WorldSimulator.invoke(actorNowPlaying, delta)
}
AppLoader.measureDebugTime("WeatherMixer.update") {
WeatherMixer.update(delta, actorNowPlaying, world)
}
AppLoader.measureDebugTime("BlockStats.update") {
BlockStats.update()
}
@@ -524,6 +527,12 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
WorldCamera.update(gameworld, actorNowPlaying)
}
// world click events (e.g. opening the UI that a fixture has) must go here
ingameController.update(delta)
if (!paused) {
// completely consume block change queues because why not
terrainChangeQueue.clear()