Cap ELAPSED per tick at MS_PER_FRAME, so debugging doesn't result in a HUGE step...
authordsc <david.schoonover@gmail.com>
Sat, 26 Mar 2011 13:43:34 +0000 (06:43 -0700)
committerdsc <david.schoonover@gmail.com>
Sat, 26 Mar 2011 13:44:22 +0000 (06:44 -0700)
src/tanks/game.cjs

index 85f0528..a213ba9 100644 (file)
@@ -118,7 +118,7 @@ evt.subclass('Game', {
         
         this.pathsThisTick = 0;
         NOW      = this.NOW      = d.now;
-        ELAPSED  = this.ELAPSED  = Math.min(d.elapsed, MS_PER_FRAME);
+        ELAPSED  = this.ELAPSED  = Math.min(d.elapsed, MS_PER_FRAME); // Prevent large ELAPSED values when debugging
         TICKS    = this.TICKS    = d.ticks;
         SECONDTH = this.SECONDTH = ELAPSED / 1000;
         SQUARETH = this.SQUARETH = REF_SIZE * SECONDTH;