Difference between revisions of "love.timer.sleep"
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Nothing. | Nothing. | ||
== Examples == | == Examples == | ||
− | + | === Use sleep to cap FPS at 30 === | |
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− | === Use sleep to cap FPS at 30 | ||
<source lang="lua"> | <source lang="lua"> | ||
function love.update(dt) | function love.update(dt) | ||
if dt < 1/30 then | if dt < 1/30 then | ||
− | + | love.timer.sleep(1/30 - dt) | |
end | end | ||
end | end | ||
</source> | </source> | ||
− | === More sophisticated way to cap FPS | + | === More sophisticated way to cap FPS === |
This takes into account the time spent updating and drawing each frame. | This takes into account the time spent updating and drawing each frame. | ||
<source lang="lua"> | <source lang="lua"> | ||
function love.load() | function love.load() | ||
min_dt = 1/30 | min_dt = 1/30 | ||
− | next_time = love.timer. | + | next_time = love.timer.getTime() |
end | end | ||
Line 54: | Line 46: | ||
--rest of function here | --rest of function here | ||
− | local cur_time = love.timer. | + | local cur_time = love.timer.getTime() |
if next_time <= cur_time then | if next_time <= cur_time then | ||
next_time = cur_time | next_time = cur_time | ||
return | return | ||
end | end | ||
− | + | love.timer.sleep(next_time - cur_time) | |
end | end | ||
</source> | </source> | ||
+ | |||
== See Also == | == See Also == | ||
* [[parent::love.timer]] | * [[parent::love.timer]] |
Revision as of 08:50, 6 March 2014
Pauses the current thread for the specified amount of time.
Contents
Function
Available since LÖVE 0.8.0 |
This behaviour is not supported in earlier versions. |
Synopsis
love.timer.sleep( s )
Arguments
number s
- Seconds to sleep for.
Returns
Nothing.
Function
Removed in LÖVE 0.8.0 |
This behaviour is not supported in that and later versions. |
Synopsis
love.timer.sleep( ms )
Arguments
number ms
- Milliseconds to sleep for.
Returns
Nothing.
Examples
Use sleep to cap FPS at 30
function love.update(dt)
if dt < 1/30 then
love.timer.sleep(1/30 - dt)
end
end
More sophisticated way to cap FPS
This takes into account the time spent updating and drawing each frame.
function love.load()
min_dt = 1/30
next_time = love.timer.getTime()
end
function love.update(dt)
next_time = next_time + min_dt
--rest of function here
end
function love.draw()
--rest of function here
local cur_time = love.timer.getTime()
if next_time <= cur_time then
next_time = cur_time
return
end
love.timer.sleep(next_time - cur_time)
end
See Also
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