fix u_timer behaviour when paused

This commit is contained in:
MihailRis
2024-07-18 13:50:57 +03:00
parent 3549c1f326
commit 2c1adcedbd
3 changed files with 9 additions and 5 deletions
+3 -3
View File
@@ -99,7 +99,7 @@ void LevelScreen::saveWorldPreview() {
Viewport viewport(previewSize * 1.5, previewSize);
DrawContext ctx(&pctx, viewport, batch.get());
worldRenderer->draw(ctx, &camera, false, true, postProcessing.get());
worldRenderer->draw(ctx, &camera, false, true, 0.0f, postProcessing.get());
auto image = postProcessing->toImage();
image->flipY();
imageio::write(paths->resolve("world:preview.png").u8string(), image.get());
@@ -156,13 +156,13 @@ void LevelScreen::update(float delta) {
hud->update(hudVisible);
}
void LevelScreen::draw(float) {
void LevelScreen::draw(float delta) {
auto camera = controller->getPlayer()->currentCamera;
Viewport viewport(Window::width, Window::height);
DrawContext ctx(nullptr, viewport, batch.get());
worldRenderer->draw(ctx, camera.get(), hudVisible, hud->isPause(), postProcessing.get());
worldRenderer->draw(ctx, camera.get(), hudVisible, hud->isPause(), delta, postProcessing.get());
if (hudVisible) {
hud->draw(ctx);