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Add GameMode:fastUpdate
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parent
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commit
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6
main.lua
6
main.lua
@ -381,7 +381,13 @@ function love.run()
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if u_tacc >= 1 / TARGET_UPS then
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if u_tacc >= 1 / TARGET_UPS then
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runsystem.updatefps = 1 / u_tacc
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runsystem.updatefps = 1 / u_tacc
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if scene and scene.fastUpdate then
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scene:fastUpdate(u_tacc)
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end
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u_tacc = 0
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u_tacc = 0
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love.event.pump()
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love.event.pump()
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for n, a, b, c, d, e, f in love.event.poll() do
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for n, a, b, c, d, e, f in love.event.poll() do
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if n == 'quit' then
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if n == 'quit' then
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@ -4,6 +4,7 @@ Scene = Object:extend()
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function Scene:new() end
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function Scene:new() end
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function Scene:update() end
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function Scene:update() end
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function Scene:fastUpdate(dt) end -- Equivalent to GameMode:fastUpdate(dt)
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function Scene:render() end
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function Scene:render() end
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function Scene:onInputPress() end
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function Scene:onInputPress() end
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function Scene:onInputRelease() end
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function Scene:onInputRelease() end
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@ -45,6 +45,10 @@ function GameScene:render()
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self.game:draw(self.paused)
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self.game:draw(self.paused)
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end
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end
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function GameScene:fastUpdate(d)
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self.game:fastUpdate(d) -- Propagate the fast updates
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end
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function GameScene:onInputPress(e)
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function GameScene:onInputPress(e)
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if (
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if (
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self.game.game_over or self.game.completed
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self.game.game_over or self.game.completed
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@ -952,4 +952,11 @@ function GameMode:provideSettings()
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return {}
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return {}
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end
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end
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-- This function is called on every love.event.poll
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-- aka up to the UPS specified in main.lua.
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-- By default this is 1000, so this function will run
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-- up to 1000 times per second! Don't do anything
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-- expensive in here, as this WILL slow the game down.
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function GameMode:fastUpdate(deltaTime) end
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return GameMode
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return GameMode
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