big performance improvement

This commit is contained in:
2023-01-24 13:41:25 +01:00
parent 983dbf978f
commit 17b2fd0817
5 changed files with 38 additions and 36 deletions

View File

@@ -3,25 +3,13 @@ using System;
public partial class window : Node
{
public override async void _Ready()
{
/* VSync should be used because needing to change the PhysicsTicksPerSecond in _Process takes CPU ussage
* You could also just set max FPS and delte this fix
*/
await ToSignal(GetTree().CreateTimer(1.5f), "timeout");//waits until the game has loaded some time
if (Engine.PhysicsTicksPerSecond != (int)Engine.GetFramesPerSecond())
{
Engine.PhysicsTicksPerSecond = (int)Engine.GetFramesPerSecond(); //PhysicsTicksPerSecond have to be the same value like current FPS or the movement will lagg
GD.Print("Set PhysicsTicksPerSecond to: " + Engine.PhysicsTicksPerSecond);
}
}
public override void _Process(double delta)
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("fullscreen"))
{
if (DisplayServer.WindowGetMode() == DisplayServer.WindowMode.Fullscreen)
DisplayServer.WindowSetMode(DisplayServer.WindowMode.Windowed);
else DisplayServer.WindowSetMode(DisplayServer.WindowMode.Fullscreen);
}
}
if (Input.IsActionJustPressed("fullscreen"))
{
if (DisplayServer.WindowGetMode() == DisplayServer.WindowMode.Fullscreen)
DisplayServer.WindowSetMode(DisplayServer.WindowMode.Windowed);
else DisplayServer.WindowSetMode(DisplayServer.WindowMode.Fullscreen);
}
}
}