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

@@ -2,7 +2,7 @@ package net.torvald.terrarum.gameworld
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.TerrarumGDX
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.AnyPlayer
import net.torvald.terrarum.gameactors.roundInt
import net.torvald.terrarum.worlddrawer.BlocksDrawer
@@ -35,7 +35,7 @@ object WorldSimulator {
val colourNone = Color(0x808080FF.toInt())
val colourWater = Color(0x66BBFFFF.toInt())
private val world = TerrarumGDX.ingame!!.world
private val world = Terrarum.ingame!!.world
operator fun invoke(p: AnyPlayer?, delta: Float) {
if (p != null) {
@@ -167,7 +167,7 @@ object WorldSimulator {
else
batch.color = colourWater
TerrarumGDX.fontSmallNumbers.draw(batch,
Terrarum.fontSmallNumbers.draw(batch,
data.toString(),
updateXFrom.plus(x).times(FeaturesDrawer.TILE_SIZE).toFloat()
+ if (data < 10) 4f else 0f,