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Improve main loop
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parent
aca237d825
commit
9805b34f23
29
game.h
29
game.h
@ -352,7 +352,6 @@ struct
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drawing. */
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uint32_t frameTime; ///< Keeps a constant time (in ms) during a frame
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uint32_t frame;
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uint32_t lastFrameTimeMs;
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uint8_t selectedMenuItem;
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uint8_t selectedLevel; ///< Level to play selected in the main menu.
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uint8_t antiSpam; ///< Prevents log message spamming.
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@ -1320,6 +1319,8 @@ void SFG_initPlayer()
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{
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RCL_initCamera(&SFG_player.camera);
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SFG_game.frameTime = SFG_getTimeMs();
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SFG_player.camera.resolution.x =
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SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE;
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@ -1694,7 +1695,6 @@ void SFG_init()
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SFG_game.backgroundScroll = 0;
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SFG_currentLevel.levelPointer = 0;
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SFG_game.lastFrameTimeMs = SFG_getTimeMs();
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SFG_game.selectedMenuItem = 0;
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SFG_game.selectedLevel = 0;
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SFG_game.settings = 0x03;
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@ -4771,32 +4771,29 @@ uint8_t SFG_mainLoopBody()
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Each game logic (physics) frame is performed with the SFG_MS_PER_FRAME
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delta time. */
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uint32_t timeNow = SFG_getTimeMs();
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uint32_t timeNextFrame = SFG_game.lastFrameTimeMs + SFG_MS_PER_FRAME;
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int32_t timeSinceLastFrame = timeNow - SFG_game.frameTime;
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SFG_game.frameTime = timeNow;
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if (timeNow >= timeNextFrame)
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if (timeSinceLastFrame >= SFG_MS_PER_FRAME)
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{
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uint32_t timeSinceLastFrame = timeNow - SFG_game.lastFrameTimeMs;
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uint8_t steps = 0;
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uint8_t previousWeapon = SFG_player.weapon;
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// perform game logic (physics etc.), for each frame
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while (timeSinceLastFrame >= SFG_MS_PER_FRAME)
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{
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uint8_t previousWeapon = SFG_player.weapon;
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SFG_game.frameTime += SFG_MS_PER_FRAME;
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SFG_gameStep();
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if (SFG_player.weapon != previousWeapon)
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SFG_processEvent(SFG_EVENT_PLAYER_CHANGES_WEAPON,SFG_player.weapon);
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timeSinceLastFrame -= SFG_MS_PER_FRAME;
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SFG_game.frame++;
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steps++;
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}
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if (SFG_player.weapon != previousWeapon)
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SFG_processEvent(SFG_EVENT_PLAYER_CHANGES_WEAPON,SFG_player.weapon);
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if ((steps > 1) && (SFG_game.antiSpam == 0))
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{
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SFG_LOG("failed to reach target FPS! consider setting a lower value")
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@ -4808,12 +4805,10 @@ uint8_t SFG_mainLoopBody()
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// render noly once
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SFG_draw();
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SFG_game.lastFrameTimeMs = timeNow;
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}
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else
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{
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SFG_sleepMs((timeNextFrame - timeNow) / 2); // wait, relieve CPU
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SFG_sleepMs((SFG_game.frameTime + SFG_MS_PER_FRAME - timeNow) / 2); // wait, relieve CPU
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}
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return SFG_game.continues;
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