module ballz_android
-import realtime
import game_logic
redef class App
var screen: nullable Screen
- var target_dt = 20000000
-
redef fun run
do
sensors_support_enabled = true
gyroscope.enabled = true
light.enabled = true
proximity.enabled = true
+ maximum_fps = 50
super
end
do
var screen = self.screen
if screen != null then
- var clock = new Clock
-
screen.game.do_turn
screen.do_frame(display)
-
- var dt = clock.lapse
- if dt.sec == 0 and dt.nanosec < target_dt then
- var sleep_t = target_dt - dt.nanosec
- sys.nanosleep(0, sleep_t)
- end
end
end
end
import mnit
-import realtime
import graphism
import fancy_dino
var cavemen_at_first_level = 6
var cavemen_incr = 4
- var target_dt = 12000000
-
var game : nullable Game = null
var score = new Container[Int](0)
var imgs : nullable ImageSet = null
do
super
+ maximum_fps = 80
+
var display = display
assert display != null
do
var game = game
if game != null then
- var clock = new Clock
-
var turn = game.do_turn
game.draw( display, imgs.as(not null), turn )
-
- var dt = clock.lapse
- if dt.sec == 0 and dt.nanosec < target_dt then
- var sleep_t = target_dt - dt.nanosec
- sys.nanosleep(0, sleep_t)
- end
else
splash.draw( display, true )
end
module moles
import mnit
-import realtime
class Hole
var game: Game
var screen: nullable Screen = null
- var target_dt = 20000000
-
redef fun window_created
do
super
+ maximum_fps = 50
init_screen_and_game
end
do
var screen = self.screen
if screen != null then
- var clock = new Clock
-
screen.game.do_turn
screen.do_frame(display)
-
- var dt = clock.lapse
- if dt.sec == 0 and dt.nanosec < target_dt then
- var sleep_t = target_dt - dt.nanosec
- sys.nanosleep(0, sleep_t)
- end
end
end
if not self.scene.exists then quit = true
end
self.scene.draw_on_display(self)
-
- # Wait the next frame
- sys.nanosleep(0, 16000000)
end
var paused: Bool = false