#include "screen_fade.hpp"
#include "timer.hpp"
#include "player_status.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"
{
DrawingContext context;
- unsigned int frame_count;
+ unsigned int frame_count = 0;
+ unsigned int rand_prints = 0;
float fps_fps = 0;
Uint32 fps_ticks = SDL_GetTicks();
Uint32 fps_nextframe_ticks = SDL_GetTicks();
}
sound_manager->update();
+
+ // insert calls for debug (there are few rand calls otherwise)
+ if (0 && rand_prints++ % 20 == 0)
+ log_info << "== periodic rand() call " << systemRandom.rand() <<
+ " at frame " << rand_prints << "==" <<std::endl;
}
}