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-rw-r--r--src/crepe/api/Script.cpp2
-rw-r--r--src/crepe/api/Script.h12
-rw-r--r--src/crepe/system/ScriptSystem.cpp5
-rw-r--r--src/test/CollisionTest.cpp1
-rw-r--r--src/test/ScriptTest.h1
5 files changed, 20 insertions, 1 deletions
diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp
index 753a9e3..50edea0 100644
--- a/src/crepe/api/Script.cpp
+++ b/src/crepe/api/Script.cpp
@@ -25,3 +25,5 @@ void Script::set_next_scene(const string & name) {
}
SaveManager & Script::get_save_manager() const { return this->mediator->save_manager; }
+
+LoopTimerManager & Script::get_loop_timer() const { return this->mediator->loop_timer; }
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index 668e5d1..3569b4a 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -2,6 +2,7 @@
#include <vector>
+#include "../manager/LoopTimerManager.h"
#include "../manager/EventManager.h"
#include "../manager/Mediator.h"
#include "../system/CollisionSystem.h"
@@ -46,9 +47,17 @@ protected:
/**
* \brief Script update function (empty by default)
*
+ * \param delta_time Time since last fixed update
+ *
* This function is called during the ScriptSystem::update() routine if the \c BehaviorScript
* component holding this script instance is active.
*/
+ virtual void update(duration_t delta_time) { return this->update(); }
+ /**
+ * \brief Fallback script update function (empty by default)
+ *
+ * Allows the game programmer to ignore parameters passed to \c update()
+ */
virtual void update() {}
//! \}
@@ -135,6 +144,9 @@ protected:
//! Retrieve SaveManager reference
SaveManager & get_save_manager() const;
+ //! Retrieve LoopTimerManager reference
+ LoopTimerManager & get_loop_timer() const;
+
//! \}
private:
diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp
index d6b2ca1..4afd2ba 100644
--- a/src/crepe/system/ScriptSystem.cpp
+++ b/src/crepe/system/ScriptSystem.cpp
@@ -11,6 +11,7 @@ void ScriptSystem::update() {
dbg_trace();
ComponentManager & mgr = this->mediator.component_manager;
+ LoopTimerManager & timer = this->mediator.loop_timer;
RefVector<BehaviorScript> behavior_scripts = mgr.get_components_by_type<BehaviorScript>();
for (BehaviorScript & behavior_script : behavior_scripts) {
@@ -23,6 +24,8 @@ void ScriptSystem::update() {
script->init();
script->initialized = true;
}
- script->update();
+
+ duration_t delta_time = timer.get_delta_time();
+ script->update(delta_time);
}
}
diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp
index 5dbc670..a34189e 100644
--- a/src/test/CollisionTest.cpp
+++ b/src/test/CollisionTest.cpp
@@ -54,6 +54,7 @@ public:
ComponentManager mgr{m};
CollisionSystem collision_sys{m};
ScriptSystem script_sys{m};
+ LoopTimerManager loop_timer{m};
GameObject world = mgr.new_object("world", "", {50, 50});
GameObject game_object1 = mgr.new_object("object1", "", {50, 50});
diff --git a/src/test/ScriptTest.h b/src/test/ScriptTest.h
index 31fa7c9..7aa858d 100644
--- a/src/test/ScriptTest.h
+++ b/src/test/ScriptTest.h
@@ -17,6 +17,7 @@ public:
crepe::ComponentManager component_manager{mediator};
crepe::ScriptSystem system{mediator};
crepe::EventManager event_mgr{mediator};
+ crepe::LoopTimerManager loop_timer{mediator};
crepe::GameObject entity = component_manager.new_object(OBJ_NAME);
class MyScript : public crepe::Script {