I'm trying to calculate an elapsed second in deltaTime
but I'm not sure how to do it, because my deltaTime
constantly prints 0.0166 or 0.0167.
Here is my code:
override func update(_ currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
deltaTime = currentTime - lastTime
lastTime = currentTime
How do I make it so I can squeeze some logic in here to run every second?
EDIT: I was able to come up with the following, but is there a better way?
deltaTimeTemp += deltaTime
if (deltaTimeTemp >= 1.0) {
print(deltaTimeTemp)
deltaTimeTemp = 0
}
Time. deltaTime is simply the time in seconds between the last frame and the current frame. Since Update is called once per frame, Time. deltaTime can be used to make something happen at a constant rate regardless of the (possibly wildly fluctuating) framerate.
To calculate the time difference between two Date objects in seconds in Swift, use the Date. timeIntervalSinceReferenceDate method.
deltaTime is the completion time in seconds since the last frame. This helps us to make the game frame-independent. That is, regardless of the fps, the game will be executed at the same speed.
It is done by calling a timer every frame per second that holds the time between now and last call in milliseconds. Thereafter the resulting number (delta time) is used to calculate how far, for instance, a video game character would have travelled during that time.
I always use SKActions for this type of thing: (written in swift 3)
let wait = SKAction.wait(forDuration: 1.0)
let spawnSomething = SKAction.run {
//code to spawn whatever you need
}
let repeatSpawnAction = SKAction.repeatForever(SKAction.sequence([wait, spawnSomething]))
self.run(repeatSpawnAction)
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