Times in SFML are now Uint32 milliseconds instead of float seconds

Added the sf::Uint64 and sf::Int64 types
This commit is contained in:
Laurent Gomila 2011-05-19 08:18:40 +02:00
parent c1ce16f4d6
commit e4c6c30e0b
83 changed files with 250 additions and 262 deletions

View file

@ -214,10 +214,10 @@ test.Create(800, 600);
globalShader.Update(mouseX, mouseY);
// Animate the entity
float entityX = (cos(clock.GetElapsedTime() * 1.3f) + 1.2f) * 300;
float entityY = (cos(clock.GetElapsedTime() * 0.8f) + 1.2f) * 200;
float entityX = (cos(clock.GetElapsedTime() * 0.0013f) + 1.2f) * 300;
float entityY = (cos(clock.GetElapsedTime() * 0.0008f) + 1.2f) * 200;
entity.SetPosition(entityX, entityY);
entity.Rotate(window.GetFrameTime() * 100);
entity.Rotate(window.GetFrameTime() * 0.1f);
// Draw the background and the moving entity to the render image
image.Clear();