Improve main loop

This commit is contained in:
Miloslav Číž 2020-10-08 18:09:41 +02:00
parent aca237d825
commit 9805b34f23
1 changed files with 12 additions and 17 deletions

29
game.h
View File

@ -352,7 +352,6 @@ struct
drawing. */ drawing. */
uint32_t frameTime; ///< Keeps a constant time (in ms) during a frame uint32_t frameTime; ///< Keeps a constant time (in ms) during a frame
uint32_t frame; uint32_t frame;
uint32_t lastFrameTimeMs;
uint8_t selectedMenuItem; uint8_t selectedMenuItem;
uint8_t selectedLevel; ///< Level to play selected in the main menu. uint8_t selectedLevel; ///< Level to play selected in the main menu.
uint8_t antiSpam; ///< Prevents log message spamming. uint8_t antiSpam; ///< Prevents log message spamming.
@ -1320,6 +1319,8 @@ void SFG_initPlayer()
{ {
RCL_initCamera(&SFG_player.camera); RCL_initCamera(&SFG_player.camera);
SFG_game.frameTime = SFG_getTimeMs();
SFG_player.camera.resolution.x = SFG_player.camera.resolution.x =
SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE; SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE;
@ -1694,7 +1695,6 @@ void SFG_init()
SFG_game.backgroundScroll = 0; SFG_game.backgroundScroll = 0;
SFG_currentLevel.levelPointer = 0; SFG_currentLevel.levelPointer = 0;
SFG_game.lastFrameTimeMs = SFG_getTimeMs();
SFG_game.selectedMenuItem = 0; SFG_game.selectedMenuItem = 0;
SFG_game.selectedLevel = 0; SFG_game.selectedLevel = 0;
SFG_game.settings = 0x03; SFG_game.settings = 0x03;
@ -4771,32 +4771,29 @@ uint8_t SFG_mainLoopBody()
Each game logic (physics) frame is performed with the SFG_MS_PER_FRAME Each game logic (physics) frame is performed with the SFG_MS_PER_FRAME
delta time. */ delta time. */
uint32_t timeNow = SFG_getTimeMs(); uint32_t timeNow = SFG_getTimeMs();
uint32_t timeNextFrame = SFG_game.lastFrameTimeMs + SFG_MS_PER_FRAME; int32_t timeSinceLastFrame = timeNow - SFG_game.frameTime;
SFG_game.frameTime = timeNow; if (timeSinceLastFrame >= SFG_MS_PER_FRAME)
if (timeNow >= timeNextFrame)
{ {
uint32_t timeSinceLastFrame = timeNow - SFG_game.lastFrameTimeMs;
uint8_t steps = 0; uint8_t steps = 0;
uint8_t previousWeapon = SFG_player.weapon;
// perform game logic (physics etc.), for each frame
while (timeSinceLastFrame >= SFG_MS_PER_FRAME) while (timeSinceLastFrame >= SFG_MS_PER_FRAME)
{ {
uint8_t previousWeapon = SFG_player.weapon;
SFG_game.frameTime += SFG_MS_PER_FRAME;
SFG_gameStep(); SFG_gameStep();
if (SFG_player.weapon != previousWeapon)
SFG_processEvent(SFG_EVENT_PLAYER_CHANGES_WEAPON,SFG_player.weapon);
timeSinceLastFrame -= SFG_MS_PER_FRAME; timeSinceLastFrame -= SFG_MS_PER_FRAME;
SFG_game.frame++; SFG_game.frame++;
steps++; steps++;
} }
if (SFG_player.weapon != previousWeapon)
SFG_processEvent(SFG_EVENT_PLAYER_CHANGES_WEAPON,SFG_player.weapon);
if ((steps > 1) && (SFG_game.antiSpam == 0)) if ((steps > 1) && (SFG_game.antiSpam == 0))
{ {
SFG_LOG("failed to reach target FPS! consider setting a lower value") SFG_LOG("failed to reach target FPS! consider setting a lower value")
@ -4808,12 +4805,10 @@ uint8_t SFG_mainLoopBody()
// render noly once // render noly once
SFG_draw(); SFG_draw();
SFG_game.lastFrameTimeMs = timeNow;
} }
else else
{ {
SFG_sleepMs((timeNextFrame - timeNow) / 2); // wait, relieve CPU SFG_sleepMs((SFG_game.frameTime + SFG_MS_PER_FRAME - timeNow) / 2); // wait, relieve CPU
} }
return SFG_game.continues; return SFG_game.continues;