[Super-tux-devel] Re: Keys handling patch
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From: Tobias <tob...@gm...> - 2004-01-26 23:21:43
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Am Sa, den 24.01.2004 schrieb Ricardo Cruz um 19:28: > Hey there, > > As I said before, I've made a keys.c file that would allow the change of the > keys in the run-time. Since Tobias didn't seem to like that way, I've now > putted that in the player's type. > Unfortanely, we have to go back for the use of the ifs, instead of switches. I used your implementation as inspiration. ;) Look into the CVS. > The other patch fixes a bug when an upgrade is killed; its size was not being > in account. It also changes the -g parameter to -gl . I already merged it. > It is noticable that the gameplay in OpenGL is different than in the SDL > backend one. Because the drawing happens faster in OpenGL and therefore more frames per second are reached. In theory the current implemenation should calculate correctly and frame-rate independant movements. But unfortunately the CPU-Ticks aren't precise enough. I'll go into detail in a further mail. > This is surely a timer issue and this should get priority, since > it may affect gameplay in different computers with different fps. > i haven't yet really looked at the timer code, but it seems that player has > its own timer, right? If yes, I think a global timer implemention would be The timer doesn't implement a REAL timer. It only handles timing. > much better. > > Ricardo Cruz Greetz... Tobias Gläßer (Going to bed after his last CVS commit today) :) -- |