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

@@ -4,10 +4,9 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.jme3.math.FastMath
import net.torvald.colourutil.CIELabUtil.darkerLab
import net.torvald.terrarum.TerrarumGDX
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorHumanoid
import net.torvald.terrarum.gameactors.Second
import net.torvald.terrarum.worlddrawer.WorldCamera
/**
* Created by SKYHi14 on 2017-03-03.
@@ -56,8 +55,8 @@ class UIVitalMetre(
override fun update(delta: Float) {
handler!!.setPosition(
TerrarumGDX.HALFW,
TerrarumGDX.HALFH
Terrarum.HALFW,
Terrarum.HALFH
)
}
@@ -69,8 +68,8 @@ class UIVitalMetre(
/*if (vitalGetterVal() != null && vitalGetterMax() != null && player != null) {
g.translate(
TerrarumGDX.ingame!!.screenZoom * (player!!.centrePosPoint.x.toFloat() - (WorldCamera.x)),
TerrarumGDX.ingame!!.screenZoom * (player!!.centrePosPoint.y.toFloat() - (WorldCamera.y))
Terrarum.ingame!!.screenZoom * (player!!.centrePosPoint.x.toFloat() - (WorldCamera.x)),
Terrarum.ingame!!.screenZoom * (player!!.centrePosPoint.y.toFloat() - (WorldCamera.y))
)