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patch
(parent:
69227c3
)
Cap ELAPSED per tick at MS_PER_FRAME, so debugging doesn't result in a HUGE step...
author
dsc
<david.schoonover@gmail.com>
Sat, 26 Mar 2011 13:43:34 +0000 (06:43 -0700)
committer
dsc
<david.schoonover@gmail.com>
Sat, 26 Mar 2011 13:44:22 +0000 (06:44 -0700)
src/tanks/game.cjs
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diff --git
a/src/tanks/game.cjs
b/src/tanks/game.cjs
index
85f0528
..
a213ba9
100644
(file)
--- a/
src/tanks/game.cjs
+++ b/
src/tanks/game.cjs
@@
-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;