game.save
end
- # Maximum wanted frame per second
- var max_fps = 30
-
- # clock used to track FPS
- private var clock = new Clock
-
redef fun frame_core(display)
do
game.step
game.draw(display)
- var dt = clock.lapse
- var target_dt = 1000000000 / max_fps
- if dt.sec == 0 and dt.nanosec < target_dt then
- var sleep_t = target_dt - dt.nanosec
- sys.nanosleep(0, sleep_t)
- end
end
redef fun input(input_event)
redef fun all(req, res) do
var timer = req.timer
if timer != null then
- print "{req.method} {req.uri} {res.color_status} ({timer.total})"
+ print "{req.method} {req.uri} {res.color_status} ({timer.total}s)"
else
print "{req.method} {req.uri} {res.color_status}"
end
redef fun all(req, res) do
var timer = req.timer
if timer != null then
- print "{req.method} {req.uri} {res.color_status} ({timer.total})"
+ print "{req.method} {req.uri} {res.color_status} ({timer.total}s)"
else
print "{req.method} {req.uri} {res.color_status}"
end
redef fun all(req, res) do
var clock = req.clock
if clock != null then
- print "{req.method} {req.uri} {status(res)} ({clock.total})"
+ print "{req.method} {req.uri} {status(res)} ({clock.total}s)"
else
print "{req.method} {req.uri} {status(res)}"
end