aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/api
diff options
context:
space:
mode:
authorJAROWMR <jarorutjes07@gmail.com>2024-12-07 22:42:35 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-07 22:42:35 +0100
commit31e4ba33bec0cc5c33d9668cd0244972523bf8ad (patch)
tree46bf64344db34b02f9a77f4c1aeb57ddecd53f08 /src/crepe/api
parent289ecc3a3829e9b3acff0b1778f75bc526173977 (diff)
parent9b4f6f24f29e8873a14989ba8c9fccfbc460af7f (diff)
Merge branch 'jaro/physics-system-improvement' into jaro/particle-system-improvement
Diffstat (limited to 'src/crepe/api')
-rw-r--r--src/crepe/api/LoopManager.cpp8
-rw-r--r--src/crepe/api/LoopTimer.h19
2 files changed, 14 insertions, 13 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index fec9f51..0c1caaa 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -37,10 +37,10 @@ void LoopManager::fixed_update() {
// TODO: retrieve EventManager from direct member after singleton refactor
EventManager & ev = this->mediator.event_manager;
ev.dispatch_events();
- this->get_system<ScriptSystem>().update();
- this->get_system<AISystem>().update();
- this->get_system<PhysicsSystem>().update();
- this->get_system<CollisionSystem>().update();
+ this->get_system<ScriptSystem>().update(); // past velocity en locatie aan.
+ this->get_system<AISystem>().update(); // past velocity aan (2x) maxforce
+ this->get_system<PhysicsSystem>().update(); // past velocity aan en locatie
+ this->get_system<CollisionSystem>().update(); // past velocity aan en locate
}
void LoopManager::loop() {
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h
index 9393439..8d0b2f9 100644
--- a/src/crepe/api/LoopTimer.h
+++ b/src/crepe/api/LoopTimer.h
@@ -58,6 +58,16 @@ public:
* \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up).
*/
void set_game_scale(double game_scale);
+
+ /**
+ * \brief Get the fixed delta time for consistent updates.
+ *
+ * Fixed delta time is used for operations that require uniform time steps, such as physics
+ * calculations.
+ *
+ * \return Fixed delta time in seconds.
+ */
+ double get_fixed_delta_time() const;
private:
friend class LoopManager;
@@ -77,15 +87,6 @@ private:
*/
void enforce_frame_rate();
- /**
- * \brief Get the fixed delta time for consistent updates.
- *
- * Fixed delta time is used for operations that require uniform time steps, such as physics
- * calculations.
- *
- * \return Fixed delta time in seconds.
- */
- double get_fixed_delta_time() const;
/**
* \brief Get the accumulated lag in the game loop.