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1. When we increase FPS, the MAX_FRAMES variable is also incremented 2 times faster. It is mainly needed to control the speed of creating new animation objects. Therefore, its value must be increased by 2 times, otherwise there will be too many objects. 2. I also returned ForceUpdateCalendar when the screen is turned on, after all, it gives a result with frequent time changes (as an option during testing) 3. In some animations, I changed the way I skip texture changes. like in #30 P.S. While there are still questions with Fairy (there are complex animations), FireWork and Eye - 20 FPS (When switching to them from 40 FPS, they work faster than necessary for a while)
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| private static final int MAX_FRAMES = 33; | ||
| private static final int MAX_FRAMES = 66; |
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I increased for some but forgot to increase for others. Sorry for that.
| object.setViewPosition(_x, _y * ratio); | ||
| object.frameCounter = 0; | ||
| object.animCounter = 0; | ||
| object.animCounterSkip = false; |
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Good idea to replace this by counter 👍
Yes, I know that. I decided that we can have this as is, because animation change is probably rarely noticed by the user, and fireworks and eyes don't look too bad at 40 fps for a short period. Ideally, of course, we don't want that happening. We could increase them to 40 fps and skip frames but then it means we get unnecessary CPU/GPU load. Another way we can go around is to pass current FPS to Eyes and Fireworks, and if it's 40 then skip frames, otherwise run normally.
Yes, for some reason Fairy looks faster but I don't understand why is that happening. |
I'll deal with her. And we need to finish this animation a little bit. |
P.S. While there are still questions with Fairy (there are complex animations), FireWork and Eye - 20 FPS (When switching to them from 40 FPS, they work faster than necessary for a while)