game-maker selectable game update governor

This commit is contained in:
minjaesong
2022-12-25 17:23:05 +09:00
parent 71fd92ad17
commit b5ed33e2e9
6 changed files with 68 additions and 54 deletions

View File

@@ -96,6 +96,8 @@ class BuildingMaker(batch: FlippingSpriteBatch) : IngameInstance(batch) {
gameWorld.worldTime.addTime(WorldTime.DAY_LENGTH * 32)
world = gameWorld
gameUpdateGovernor = LimitUpdateRate.also { it.reset() }
}
@@ -307,27 +309,13 @@ class BuildingMaker(batch: FlippingSpriteBatch) : IngameInstance(batch) {
super.show()
}
private var updateAkku = 0f
override fun render(updateRate: Float) {
Gdx.graphics.setTitle(TerrarumIngame.getCanonicalTitle())
// ASYNCHRONOUS UPDATE AND RENDER //
val dt = Gdx.graphics.deltaTime
updateAkku += dt
var i = 0L
while (updateAkku >= updateRate) {
App.measureDebugTime("Ingame.Update") { updateGame(updateRate) }
updateAkku -= updateRate
i += 1
}
App.setDebugTime("Ingame.UpdateCounter", i)
// render? just do it anyway
App.measureDebugTime("Ingame.Render") { renderGame() }
gameUpdateGovernor.update(Gdx.graphics.deltaTime, App.UPDATE_RATE, { dt -> updateGame(dt) }, { renderGame() })
App.setDebugTime("Ingame.Render - (Light + Tiling)",
((App.debugTimers["Ingame.Render"] as? Long) ?: 0) -
(

View File

@@ -158,6 +158,8 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
particlesContainer.overwritingPolicy = {
it.dispose()
}
gameUpdateGovernor = LimitUpdateRate
}
@@ -703,32 +705,22 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
postInit()
gameUpdateGovernor.reset()
gameFullyLoaded = true
}
ingameController.update()
// define custom update rate
val updateRate = App.UPDATE_RATE // if (KeyToggler.isOn(Input.Keys.APOSTROPHE)) 1f / 8f else App.UPDATE_RATE
// ASYNCHRONOUS UPDATE AND RENDER //
/** UPDATE CODE GOES HERE */
val dt = Gdx.graphics.deltaTime
updateAkku += dt
autosaveTimer += dt
var i = 0L
while (updateAkku >= updateRate) {
measureDebugTime("Ingame.Update") { updateGame(updateRate) }
updateAkku -= updateRate
i += 1
}
setDebugTime("Ingame.UpdateCounter", i)
gameUpdateGovernor.update(dt, App.UPDATE_RATE, { dt -> updateGame(dt) }, { renderGame() })
/** RENDER CODE GOES HERE */
measureDebugTime("Ingame.Render") { renderGame() }
val autosaveInterval = App.getConfigInt("autosaveinterval").coerceAtLeast(60000) / 1000f
if (autosaveTimer >= autosaveInterval) {

View File

@@ -126,6 +126,7 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
init {
warning32bitJavaIcon.flip(false, false)
gameUpdateGovernor = LimitUpdateRate.also { it.reset() }
}
private fun loadThingsWhileIntroIsVisible() {
@@ -246,32 +247,10 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
private val introUncoverTime: Second = 0.3f
private var introUncoverDeltaCounter = 0f
private var updateAkku = 0f
private var fucklatch = false
override fun render(updateRate: Float) {
if (!fucklatch) {
printdbg(this, "render start")
fucklatch = true
}
// async update and render
val dt = Gdx.graphics.deltaTime
updateAkku += dt
var i = 0L
while (updateAkku >= updateRate) {
App.measureDebugTime("Ingame.Update") { updateScreen(updateRate) }
updateAkku -= updateRate
i += 1
}
App.setDebugTime("Ingame.UpdateCounter", i)
// render? just do it anyway
App.measureDebugTime("Ingame.Render") { renderScreen() }
gameUpdateGovernor.update(Gdx.graphics.deltaTime, App.UPDATE_RATE, { dt -> updateScreen(dt) }, { renderScreen() })
}
fun updateScreen(delta: Float) {