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Fix main loop
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parent
5f83fd9acf
commit
438c7075b0
28
main.c
28
main.c
@ -417,7 +417,7 @@ RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y)
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SFG_getTimeMs() - SFG_currentLevel.timeStart);
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}
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uint32_t SFG_frame;
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uint32_t SFG_gameFrame;
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uint32_t SFG_lastFrameTimeMs;
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void SFG_setAndInitLevel(const SFG_Level *level)
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@ -442,7 +442,7 @@ void SFG_init()
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{
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SFG_LOG("initializing game")
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SFG_frame = 0;
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SFG_gameFrame = 0;
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SFG_lastFrameTimeMs = 0;
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RCL_initRayConstraints(&SFG_rayConstraints);
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@ -557,10 +557,14 @@ void SFG_mainLoopBody()
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delta time. */
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uint32_t timeNow = SFG_getTimeMs();
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uint16_t timeSinceLastFrame = timeNow - SFG_lastFrameTimeMs;
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uint32_t timeNextFrame = SFG_lastFrameTimeMs + SFG_MS_PER_FRAME;
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if (timeSinceLastFrame >= SFG_MS_PER_FRAME)
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if (timeNow >= timeNextFrame)
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{
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uint32_t timeSinceLastFrame = timeNow - SFG_lastFrameTimeMs;
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uint8_t steps = 0;
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// perform game logic (physics), for each frame
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while (timeSinceLastFrame >= SFG_MS_PER_FRAME)
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{
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@ -568,20 +572,20 @@ void SFG_mainLoopBody()
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timeSinceLastFrame -= SFG_MS_PER_FRAME;
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SFG_frame++;
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SFG_gameFrame++;
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steps++;
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}
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if (steps > 1)
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SFG_LOG("Failed to reach target FPS! Consider setting a lower value.")
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// render noly once
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RCL_renderComplex(SFG_player.camera,SFG_floorHeightAt,SFG_ceilingHeightAt,SFG_texturesAt,SFG_rayConstraints);
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SFG_lastFrameTimeMs = timeNow;
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}
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uint32_t timeNextFrame = timeNow + SFG_MS_PER_FRAME;
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timeNow = SFG_getTimeMs();
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if (timeNextFrame > timeNow)
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SFG_sleepMs((timeNextFrame - timeNow) / 2); // wait, relieve CPU
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else
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SFG_LOG("failed to reach target FPS!")
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{
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SFG_sleepMs((timeNextFrame - timeNow) / 2); // wait, relieve CPU
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}
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}
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@ -4,7 +4,7 @@
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#include "settings.h"
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#undef SFG_FPS
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#define SFG_FPS 30
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#define SFG_FPS 50
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#undef SFG_RESOLUTION_X
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#define SFG_RESOLUTION_X 110
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