void Actions(const int frameTicks) { GameActions(frameTicks); if(playingMode == constants::Playing) { PlayerActions(frameTicks); EnemyActions(frameTicks); } }
bool GameApp::UpdateAndRender(){ float ticks = (float)SDL_GetTicks() / 1000.0f; float elapsed = ticks - lastFrameTicks; lastFrameTicks = ticks; ProcessEvents(); EnemyActions(); float fixed_elapsed = elapsed; if (fixed_elapsed > MAX_TIMESTEP * FIXED_TIMESTEP){ fixed_elapsed = MAX_TIMESTEP*FIXED_TIMESTEP; } while (fixed_elapsed >= FIXED_TIMESTEP){ fixed_elapsed -= FIXED_TIMESTEP; Update(FIXED_TIMESTEP); } Update(fixed_elapsed); Render(); return done; }