Code archives/Graphics/2D movement timing via deltatime
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Simple example of how time elapsed since the last frame can help you position your sprites, and indeed - 3D objects the same across all framerates and hardware. | |||||
;Robs simple movement timing in 2D Global deltatime#,oldmillisecs#,thistime#,x#,xspd# xspd=.5 ;setup Graphics 640,480,16,1 SetBuffer BackBuffer() oldmillisecs=MilliSecs() While Not KeyHit(1) ;get time elapsed since last frame thistime# = MilliSecs() deltatime#=thistime#-oldmillisecs# oldmillisecs#=thistime# ;graphics with timing Cls x=x + deltatime*xspd ; this is movement by time elapsed. If x>640 Then x=0 Rect x,y,16,16,1 ;uncomment for testing. movement will reach a to b in the same time despite how much is on screen ;For i=0 To 1000 ; Rect 100,100,100,100 ;Next Flip Wend End |
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