//sync!
void shinku(page_t *page, global_game_variables_t *gv)
{
- if(((*clockdw)!=gv->clock_start)&&gv->tiku>0)
- {
byte *pee;
word x = (16);
word y = (8+16);
word type = 1;
float t;
//gv->clock=*hwclockw;
- t=((*clockdw)-gv->clock_start)/18.2;
- //if(gv->tiku<=0) return;
- //if(elapsed_timer(gv) >= (1.0 / gv->frames_per_second))
- //{
+ t=(((*hwclockw)-gv->clock_start) /18.2);
+ //if(elapsed_timer(gv) >= (1.0 / gv->frames_per_second))
+ //{
pee = _fmalloc(sizeof(byte)*64);
sprintf(pee, "%lu", gv->tiku);
modexprint(page, 16, 16, 1, 15, 0, pee);
- //sprintf(pee, "%f", t);
- //modexprint(page, x, y, type, col, bgcol, pee);
- //printf("%f time\n", t);
- /*printf("%lu gv->cs ", gv->clock_start);
- printf("%lu time ", (*clockdw));
- printf("%f fps ", gv->tiku/t);
- printf("%lu tiku\n", gv->tiku);*/
- gv->tiku=0;
- }
+ //sprintf(pee, "%f", gv->tiku/t);
+ modexprint(page, x, y, type, col, bgcol, pee);
//sprintf(pee, "%f", *gv->tiku/\*time_in_seconds(gv));
//modexprint(page, x, y+8, type, col, bgcol, pee);
//}
- (gv->clock_start)=*clockdw;
+ (gv->clock_start)=*hwclockw;
}
void near animatePlayer(map_view_t *pip, player_t *player, word playnum, sword scrollswitch)