#include "scripting/time_scheduler.hpp"
#include "scripting/squirrel_util.hpp"
#include "gameconfig.hpp"
+#include "constants.hpp"
#include "main.hpp"
#include "resources.hpp"
#include "screen.hpp"
#include "video/renderer.hpp"
#include "random_generator.hpp"
-// the engine will be run with a logical framerate of 64fps.
-// We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
-// binary fraction...
-static const float LOGICAL_FPS = 64.0;
/** ticks (as returned from SDL_GetTicks) per frame */
static const Uint32 TICKS_PER_FRAME = (Uint32) (1000.0 / LOGICAL_FPS);
/** don't skip more than every 2nd frame */
this->screen_fade.reset(screen_fade);
nextpush = !nextpop;
nextpop = false;
- speed = 1.0;
+ speed = 1.0f;
}
void
char str[60];
snprintf(str, sizeof(str), "%3.1f", fps_fps);
const char* fpstext = "FPS";
- context.draw_text(white_text, fpstext, Vector(SCREEN_WIDTH - white_text->get_text_width(fpstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
- context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
+ context.draw_text(small_font, fpstext, Vector(SCREEN_WIDTH - small_font->get_text_width(fpstext) - small_font->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
+ context.draw_text(small_font, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
}
void
Scripting::update_debugger();
Scripting::TimeScheduler::instance->update(game_time);
current_screen->update(elapsed_time);
+ if (Menu::current() != NULL)
+ Menu::current()->update();
if(screen_fade.get() != NULL)
screen_fade->update(elapsed_time);
Console::instance->update(elapsed_time);