commit 052d5a2ee82d14752ba7a2a89b375de0f4b3214d Author: Chris Peterson <xethm55@yahoo.com> Date: Fri Sep 14 20:49:49 2012 -0400 Damn! - Forgot to add the Types.h file commit 8bb6f6d56279289dd0c1f118dffb390dc6538a7c Author: Chris Peterson <xethm55@yahoo.com> Date: Fri Sep 14 20:41:46 2012 -0400 Fixed a lot of the lag issues. There are still some tweaks needed, but that is going to happen with the input system changes commit 0b5fe2dd64b561d965229a8dff25575eaf5c9264 Author: Chris Peterson <xethm55@yahoo.com> Date: Fri Sep 14 20:21:31 2012 -0400 Client server stuff working. A lot of lag in the system though commit 07fac2c86d3b379fd1ac287bf3f60b778ca59508 Merge: 5cfd5b2 ac79196 Author: Chris Peterson <xethm55@yahoo.com> Date: Fri Sep 14 17:49:18 2012 -0400 Merging in changes from Holtrop commit 5cfd5b28d5e384803ef7b807849ac570e6c84e0f Author: Chris Peterson <xethm55@yahoo.com> Date: Sun Sep 9 12:23:12 2012 -0400 Building on linux now commit 470d486cdebd95099020911dee7f9290c78ee274 Merge: 842040d f072eec Author: Chris Peterson <xethm55@yahoo.com> Date: Sun Sep 9 11:58:39 2012 -0400 Merged in master with tank model commit 842040d0fee481f726b2ae5aec60787371af3923 Merge: 6866c58 9b993f2 Author: Chris Peterson <xethm55@yahoo.com> Date: Thu Aug 30 23:25:19 2012 -0400 Merged in changes from upstream (holtrop/master) commit 6866c58200cc50d3ccc886266303c1b654c89527 Author: Chris Peterson <xethm55@yahoo.com> Date: Sat Aug 18 17:07:50 2012 -0400 added server code and a simple echo server.
61 lines
1.2 KiB
C++
61 lines
1.2 KiB
C++
#include "Timer.h"
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// The number of time steps per second
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const float STEPS_PER_SECOND = 60.0f;
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double Timer::totalElapsedTime;
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float Timer::stepTime;
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sf::Uint32 Timer::curTimeStep;
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void Timer::Init(void)
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{
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// Reset the clock
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myClock.restart();
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// Set the time keepers to zero
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myTotalElapsedTime = 0;
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// Reset the game speed
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gameSpeed = 1.0f;
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}
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void Timer::Update(void)
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{
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// Record the time step
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stepTime = ((myClock.getElapsedTime().asSeconds() / 1000.0f) * gameSpeed);
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//stepTime = ((((sf::Window*)screen)->GetFrameTime() / 1000.0f) * gameSpeed);
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myClock.restart();
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// Add the time to the total time
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myTotalElapsedTime += stepTime;
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totalElapsedTime = myTotalElapsedTime;
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// Calculate the game step
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curTimeStep = (sf::Uint32)(totalElapsedTime * STEPS_PER_SECOND);
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}
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sf::Uint32 Timer::GetTime(void)
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{
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return curTimeStep;
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}
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float Timer::GetStepTime(void)
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{
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return stepTime;
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}
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sf::Uint32 Timer::GetTotalTime(void)
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{
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return (sf::Uint32)(totalElapsedTime * 1000.0f);
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}
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double Timer::GetTimeDouble(void)
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{
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return totalElapsedTime;
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}
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float Timer::GetElapsedTime(sf::Uint32 baseTime)
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{
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return (totalElapsedTime - ((double)baseTime / STEPS_PER_SECOND));
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}
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