delta-time: title.cpp
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@@ -243,8 +243,8 @@ void GameLogo::handleArcadeEditionMoving() {
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}
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void GameLogo::handleArcadeEditionMoving(float deltaTime) {
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// Convertir 0.1F * ZOOM_FACTOR por frame a por segundo (asumiendo 60fps)
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zoom_ -= (0.1F * ZOOM_FACTOR * 60.0F) * deltaTime;
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// Convertir 0.1F * ZOOM_FACTOR por frame a por milisegundo (asumiendo 60fps)
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zoom_ -= (0.1F * ZOOM_FACTOR) * deltaTime / (1000.0F / 60.0F);
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arcade_edition_sprite_->setZoom(zoom_);
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if (zoom_ <= 1.0F) {
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@@ -285,8 +285,8 @@ void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* seco
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}
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void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* secondary_sprite, float deltaTime) {
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// Convertir delay (frames) a tiempo: delay frames = delay/60 segundos a 60fps
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float delayTime = static_cast<float>(shake_.delay) / 60.0f;
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// Convertir delay (frames) a tiempo: delay frames = delay * (1000ms/60fps)
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float delayTime = static_cast<float>(shake_.delay) * (1000.0f / 60.0f);
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shake_.time_accumulator += deltaTime;
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@@ -313,8 +313,8 @@ void GameLogo::processArcadeEditionShake() {
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}
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void GameLogo::processArcadeEditionShake(float deltaTime) {
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// Convertir delay (frames) a tiempo: delay frames = delay/60 segundos a 60fps
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float delayTime = static_cast<float>(shake_.delay) / 60.0f;
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// Convertir delay (frames) a tiempo: delay frames = delay * (1000ms/60fps)
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float delayTime = static_cast<float>(shake_.delay) * (1000.0f / 60.0f);
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shake_.time_accumulator += deltaTime;
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@@ -374,8 +374,8 @@ void GameLogo::updatePostFinishedCounter(float deltaTime) {
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arcade_edition_status_ == Status::FINISHED &&
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post_finished_counter_ > 0) {
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// Convertir 1 frame a tiempo: 1 frame = 1/60 segundos a 60fps
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float frameTime = 1.0f / 60.0f;
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// Convertir 1 frame a tiempo: 1 frame = 1000ms/60fps = 16.67ms
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float frameTime = 1000.0f / 60.0f;
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post_finished_time_accumulator_ += deltaTime;
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