Fix Delay compensation
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				|  | @ -26,19 +26,20 @@ pub fn main() !void { | |||
|             } | ||||
|         } | ||||
| 
 | ||||
|         const start = SDL.getTicks64(); | ||||
| 
 | ||||
|         current_state = switch (current_state) { | ||||
|             .main_menu => main_menu.tick(), | ||||
|             .game => game.tick(), | ||||
|         }; | ||||
|         const start = SDL.getTicks64(); | ||||
| 
 | ||||
| 
 | ||||
|         renderer.render(); | ||||
| 
 | ||||
|         const delay = SDL.getTicks64() - start; | ||||
|         std.debug.print("{} ms\n", .{delay}); | ||||
|         if (delay < 16) { | ||||
|             SDL.delay(16 - @intCast(u32, delay)); | ||||
|         if (delay < 15) { | ||||
|             SDL.delay(15 - @intCast(u32, delay)); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  |  | |||
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