asynch update and render (aka frameskip)

This commit is contained in:
minjaesong
2017-07-08 20:38:05 +09:00
parent 235f774ff6
commit f71905b880
101 changed files with 575 additions and 597 deletions

View File

@@ -1,7 +1,6 @@
package net.torvald.terrarum.gameactors.physicssolver
import com.jme3.math.FastMath
import net.torvald.terrarum.TerrarumGDX
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorWithPhysics
import java.util.*
@@ -39,7 +38,7 @@ object CollisionSolver {
collCandidateY.clear()
// mark list x
TerrarumGDX.ingame!!.actorContainer.forEach { it ->
Terrarum.ingame!!.actorContainer.forEach { it ->
if (it is ActorWithPhysics) {
collListX.add(CollisionMarkings(it.hitbox.hitboxStart.x, STARTPOINT, it))
collListX.add(CollisionMarkings(it.hitbox.hitboxEnd.x, ENDPOINT, it))
@@ -72,7 +71,7 @@ object CollisionSolver {
collCandidateStack.clear()
// mark list y
TerrarumGDX.ingame!!.actorContainer.forEach { it ->
Terrarum.ingame!!.actorContainer.forEach { it ->
if (it is ActorWithPhysics) {
collListY.add(CollisionMarkings(it.hitbox.hitboxStart.y, STARTPOINT, it))
collListY.add(CollisionMarkings(it.hitbox.hitboxEnd.y, ENDPOINT, it))