Merge branch 'master' of git://github.com/beedee/OpenRA

This commit is contained in:
Chris Forbes
2009-11-01 13:15:29 +13:00
3 changed files with 64 additions and 62 deletions

View File

@@ -124,16 +124,35 @@ namespace OpenRa.Game
soundEngine.Play2D(sound, loop, false, false);
}
static int lastTime = Environment.TickCount;
public const int timestep = 40;
public static void ResetTimer()
{
lastTime = Environment.TickCount;
}
public static void Tick()
{
world.Update();
UnitInfluence.Tick();
foreach( var player in players.Values )
player.Tick();
int t = Environment.TickCount;
int dt = t - lastTime;
if( dt >= timestep )
{
lastTime += timestep;
if( controller.orderGenerator != null )
controller.orderGenerator.Tick();
world.Tick();
UnitInfluence.Tick();
foreach( var player in players.Values )
player.Tick();
orderManager.Tick();
}
viewport.cursor = controller.ChooseCursor();
viewport.DrawRegions();
orderManager.Tick();
}
public static bool IsCellBuildable(int2 a, UnitMovementType umt)

View File

@@ -71,7 +71,7 @@ namespace OpenRa.Game
ShowCursor(false);
Game.world.ResetTimer();
Game.ResetTimer();
}
internal void Run()
@@ -79,9 +79,6 @@ namespace OpenRa.Game
while (Created && Visible)
{
Game.Tick();
Game.viewport.cursor = Game.controller.ChooseCursor();
if (Game.controller.orderGenerator != null)
Game.controller.orderGenerator.Tick();
Application.DoEvents();
}
}

View File

@@ -11,8 +11,6 @@ namespace OpenRa.Game
List<Actor> actors = new List<Actor>();
List<IEffect> effects = new List<IEffect>();
List<Action<World>> frameEndActions = new List<Action<World>>();
int lastTime = Environment.TickCount;
const int timestep = 40;
public void Add(Actor a) { actors.Add(a); ActorAdded(a); }
public void Remove(Actor a) { actors.Remove(a); ActorRemoved(a); }
@@ -30,25 +28,13 @@ namespace OpenRa.Game
nr.Removed(a);
};
public void ResetTimer()
public void Tick()
{
lastTime = Environment.TickCount;
}
foreach (var a in actors) a.Tick();
foreach (var e in effects) e.Tick();
public void Update()
{
int t = Environment.TickCount;
int dt = t - lastTime;
if (dt >= timestep)
{
lastTime += timestep;
foreach (var a in actors) a.Tick();
foreach (var e in effects) e.Tick();
Renderer.waterFrame += 0.00125f * timestep;
Game.viewport.Tick();
}
Renderer.waterFrame += 0.00125f * Game.timestep;
Game.viewport.Tick();
foreach (Action<World> a in frameEndActions) a(this);
frameEndActions.Clear();