Getticks: Difference between revisions
Hunter byte (talk | contribs) New page: '''getticks''' <gamevar> Writes the amount of milliseconds(1 second = 1000 millisecond) since the OS started to <gamevar>. This clock isn't synced with the game which means that it must n... |
Hunter byte (talk | contribs) m Oops, forgot to remove some lines |
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onevent EVENT_DISPLAYMENU | onevent EVENT_DISPLAYMENU | ||
getticks curtick | getticks curtick | ||
ifvare prevtick -1 setvar tmp 0 else | ifvare prevtick -1 setvar tmp 0 else | ||
{ | { | ||
Revision as of 09:37, 12 June 2008
getticks <gamevar>
Writes the amount of milliseconds(1 second = 1000 millisecond) since the OS started to <gamevar>. This clock isn't synced with the game which means that it must not be used for the gameplay if the mod is supposed to work in multiplayer. This command is useful for visual animating(especially in EVENT_DISPLAYMENU) and for performance profiling.
Example code(animation)
gamevar prevtick -1 0
gamevar curtick 0 0
gamevar tmp 0 0 // =curtick-prevtick
gamevar y 0 0
onevent EVENT_DISPLAYMENU
getticks curtick
ifvare prevtick -1 setvar tmp 0 else
{
setvarvar tmp curtick
subvarvar tmp prevtick
}
mulvar tmp 8800
addvarvar y tmp
ifvarg y 13107200 setvar y 0 // 200*65536=13107200
rotatesprite16 0 y 65536 0 0 0 0 26 0 0 xdim ydim
setvarvar prevtick curtick
endevent
Example code(performance profiling)
gamevar i 0 0
gamevar j 0 0
// Loop from 0 to NUMWALLS-1
state process_normal
setvar j 0
whilevarn j 1000
{
setvar i 0
whilevarvarn i NUMWALLS
{
addvar i 1
}
addvar j 1
}
ends
// Loop from NUMWALLS-1 to 0
state process_backward
setvar j 0
whilevarn j 1000
{
setvarvar i NUMWALLS
subvar i 1
whilevarn i -1
{
subvar i 1
}
addvar j 1
}
ends
onevent EVENT_ENTERLEVEL
gamevar val1 0 0
gamevar val2 0 0
addlogvar NUMWALLS
getticks val1
state process_normal
getticks val2
subvarvar val2 val1
addlogvar val2
getticks val1
state process_backward
getticks val2
subvarvar val2 val1
addlogvar val2
endevent
/*
output
CONLOGVAR: L=1266 NUMWALLS (read-only) (Global) =14793
CONLOGVAR: L=1272 val2 (Global) =1628 // normal
CONLOGVAR: L=1278 val2 (Global) =1285 // reverse
It shows how that processing in reverse order is faster.
*/