GTK and Windows appear to handle timers very differently:

specifically, the elapsed time between calls varies much more with
GTK than it does under Windows. Therefore, I now take my own time
readings on every timer call, and this appears to have made the
animations run at closer to the same speed between platforms. Having
done that, I decided some of them were at the _wrong_ speed, and
fiddled with each game's timings as well.

[originally from svn r4189]
This commit is contained in:
Simon Tatham
2004-05-03 09:43:08 +00:00
parent 2d1d54b96b
commit ccbf3ca6f1
6 changed files with 33 additions and 13 deletions

View File

@ -19,8 +19,8 @@ const int game_can_configure = TRUE;
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
#define ANIM_TIME 0.1F
#define FLASH_FRAME 0.1F
#define ANIM_TIME 0.13F
#define FLASH_FRAME 0.13F
#define X(state, i) ( (i) % (state)->w )
#define Y(state, i) ( (i) / (state)->w )