void refreshMove(const byte_t fps) //pourquoi recopier l'intégralité des sprites si certains n'ont pas bougé? { static unsigned int cTime, lTime; cTime = SDL_GetTicks(); //printf("last time : %d\n current time : %d\n",lTime,cTime); if(cTime > (lTime + (1000/fps))) { Character* pTgr = getCh(0); character_move(pTgr); background_copyAllToRender(); character_copyAllToRender(); SDL_RenderPresent(getRenderer()); lTime = cTime; } }
void tick_map(t_game* game) { character_move(game); map_draw(game); }