Computing movement amount from framerate
Depending on the amount of power a computer has, the framerate will not be the same. Hence, the amount of movement of a user should be constant on each frame. If a frame was slow to print, the movement should be higher to keep a constant speed. This PR takes the framerate into account when moving the players.
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@@ -182,8 +182,12 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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});
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}
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update() : void {
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this.CurrentPlayer.moveUser();
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/**
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* @param time
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* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*/
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update(time: number, delta: number) : void {
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this.CurrentPlayer.moveUser(delta);
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}
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/**
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