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Commit Description:
Fix issue with simulation....
Commit Description:
Fix issue with simulation. Previously, if there was more than one tick being advanced at once, it would overshoot how many ticks it covered. So if it was covering 5 ticks and each tick happens every 100 units, rather than recording that it had simulated through t= 500, it would increase the cumulative time for each tick, recording that it had simulated through t=2500. Add error message, too.
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FNA/src/GameTime.cs
65 lines | 1.1 KiB | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2022 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
#region Using Statements
using System;
#endregion
namespace Microsoft.Xna.Framework
{
public class GameTime
{
#region Public Properties
public TimeSpan TotalGameTime
{
get;
internal set;
}
public TimeSpan ElapsedGameTime
{
get;
internal set;
}
public bool IsRunningSlowly
{
get;
internal set;
}
#endregion
#region Public Constructors
public GameTime()
{
TotalGameTime = TimeSpan.Zero;
ElapsedGameTime = TimeSpan.Zero;
IsRunningSlowly = false;
}
public GameTime(TimeSpan totalGameTime, TimeSpan elapsedGameTime)
{
TotalGameTime = totalGameTime;
ElapsedGameTime = elapsedGameTime;
IsRunningSlowly = false;
}
public GameTime(TimeSpan totalRealTime, TimeSpan elapsedRealTime, bool isRunningSlowly)
{
TotalGameTime = totalRealTime;
ElapsedGameTime = elapsedRealTime;
IsRunningSlowly = isRunningSlowly;
}
#endregion
}
}