fixed a bug where player input can be ignored when framerate is significantly faster than update rate, which causes gameupdate to be called less often

This commit is contained in:
minjaesong
2021-08-26 17:27:52 +09:00
parent 2099213e18
commit e5c25c5a10
3 changed files with 64 additions and 49 deletions

View File

@@ -15,6 +15,7 @@ import net.torvald.terrarum.imagefont.TinyAlphNum
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.modulebasegame.ui.ItemSlotImageFactory
import net.torvald.terrarum.realestate.LandUtil
import net.torvald.terrarum.worlddrawer.CreateTileAtlas
import net.torvald.terrarum.worlddrawer.LightmapRenderer
import net.torvald.terrarum.worlddrawer.WorldCamera
@@ -163,7 +164,7 @@ class BasicDebugInfoWindow : UICanvas() {
val wireCount = wires?.size?.toString() ?: "no"
printLine(batch, 9, "tile@cursor ${ccO}W$ccG$wallNum ${ccO}T$ccG$tileNum ${ccO}C$ccG($wireCount wires) $ccY($mtX, $mtY)")
printLine(batch, 9, "tile@cursor ${ccO}W$ccG$wallNum ${ccO}T$ccG$tileNum ${ccO}C$ccG($wireCount wires) $ccY($mtX,$mtY;$ccO${LandUtil.getBlockAddr(ingame!!.world, mouseTileX, mouseTileY)}$ccY)")
printLine(batch, 10, "fluid@cursor ${ccO}Type $ccG${fluid.type.value} ${ccO}Fill $ccG${fluid.amount}f")
}