Mercurial > jmeCapture
diff src/com/aurellem/capture/IsoTimer.java @ 56:afc437f637bd
improved formating
author | Robert McIntyre <rlm@mit.edu> |
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date | Sat, 03 Dec 2011 19:25:27 -0600 |
parents | 6484a820e27d |
children | 5afa49c5a7d3 |
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1.1 --- a/src/com/aurellem/capture/IsoTimer.java Sat Dec 03 19:18:38 2011 -0600 1.2 +++ b/src/com/aurellem/capture/IsoTimer.java Sat Dec 03 19:25:27 2011 -0600 1.3 @@ -12,9 +12,9 @@ 1.4 * throttles its physics engine and graphics display. If the 1.5 * computations involved in running the game are too intense, then the 1.6 * game will first skip frames, then sacrifice physics accuracy. If 1.7 - * there are particularly demanding computations, then you may only get 1.8 - * 1 fps, and the ball may tunnel through the floor or obstacles due 1.9 - * to inaccurate physics simulation, but after the end of one 1.10 + * there are particularly demanding computations, then you may only 1.11 + * get 1 fps, and the ball may tunnel through the floor or obstacles 1.12 + * due to inaccurate physics simulation, but after the end of one 1.13 * user-hour, that ball will have traveled one game-mile. 1.14 * 1.15 * When we're recording video or audio, we don't care if the game-time 1.16 @@ -36,32 +36,32 @@ 1.17 1.18 public class IsoTimer extends Timer { 1.19 1.20 - private float framerate; 1.21 - private int ticks; 1.22 + private float framerate; 1.23 + private int ticks; 1.24 1.25 - public IsoTimer(float framerate){ 1.26 - this.framerate = framerate; 1.27 - this.ticks = 0; 1.28 - } 1.29 + public IsoTimer(float framerate){ 1.30 + this.framerate = framerate; 1.31 + this.ticks = 0; 1.32 + } 1.33 1.34 - public long getTime() { 1.35 - return (long) (this.ticks / this.framerate); 1.36 - } 1.37 + public long getTime() { 1.38 + return (long) (this.ticks / this.framerate); 1.39 + } 1.40 1.41 - public long getResolution() { 1.42 - return 1000000000L; 1.43 - } 1.44 + public long getResolution() { 1.45 + return 1000000000L; 1.46 + } 1.47 1.48 - public float getFrameRate() { 1.49 - return this.framerate; 1.50 - } 1.51 + public float getFrameRate() { 1.52 + return this.framerate; 1.53 + } 1.54 1.55 - public float getTimePerFrame() { 1.56 - return (float) (1.0f / this.framerate); 1.57 - } 1.58 + public float getTimePerFrame() { 1.59 + return (float) (1.0f / this.framerate); 1.60 + } 1.61 1.62 - public void update() {this.ticks++;} 1.63 + public void update() {this.ticks++;} 1.64 1.65 - public void reset() {this.ticks = 0;} 1.66 + public void reset() {this.ticks = 0;} 1.67 1.68 }