Difference between revisions of "love.timer.sleep"
(new way to cap FPS) |
m (Corrected the units of the argument) |
||
Line 3: | Line 3: | ||
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> | ||
− | love.timer.sleep( | + | love.timer.sleep( seconds ) |
</source> | </source> | ||
=== Arguments === | === Arguments === | ||
− | {{param|number| | + | {{param|number|seconds|Seconds to sleep for.}} |
=== Returns === | === Returns === | ||
Nothing. | Nothing. |
Revision as of 18:11, 3 November 2011
Sleeps the program for the specified amount of time.
Contents
Function
Synopsis
love.timer.sleep( seconds )
Arguments
number seconds
- Seconds 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(1000 * (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.getMicroTime()
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.getMicroTime()
if next_time <= cur_time then
next_time = cur_time
return
end
love.timer.sleep(1000*(next_time - cur_time))
end
See Also
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info