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.
This commit is contained in:
David Négrier 2020-04-18 17:16:39 +02:00
parent 0f2e21e88e
commit 46fcb86b28
2 changed files with 15 additions and 10 deletions

View file

@ -182,8 +182,12 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
});
}
update() : void {
this.CurrentPlayer.moveUser();
/**
* @param time
* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
update(time: number, delta: number) : void {
this.CurrentPlayer.moveUser(delta);
}
/**