Reputation: 23
this is my first post so I hope I get this right.
I'm currently working through the SFML Game Development Book. I am trying to understand how the FPS is calculated in the intro example.
My game class looks like this:
#include "Game.h"
const sf::Time Game::TIME_PER_FRAME = sf::seconds(1.f/60.f);
const float Game::PLAYER_SPEED = 100.f;
Game::Game() : Window(sf::VideoMode(640,480), "ORGELLA") {
isMovingUp = false;
isMovingDown = false;
isMovingLeft = false;
isMovingRight = false;
Player.setRadius(40.f);
Player.setPosition(100.f, 100.f);
Player.setFillColor(sf::Color::Cyan);
font.loadFromFile(resourcePath() + "sansation.ttf");
statsText.setFont(font);
statsText.setPosition(5.f, 5.f);
statsText.setCharacterSize(10);
}
void Game::run() {
sf::Clock clock;
sf::Time timeSinceLastUpdate = sf::Time::Zero;
while (Window.isOpen()) {
sf::Time dt = clock.restart();
timeSinceLastUpdate += dt;
while (timeSinceLastUpdate > TIME_PER_FRAME) {
timeSinceLastUpdate -= TIME_PER_FRAME;
handleEvents();
update(TIME_PER_FRAME);
}
updateGameStats(dt);
render();
}
}
void Game::handleEvents() {
sf::Event event;
while (Window.pollEvent(event)) {
switch (event.type) {
case sf::Event::KeyPressed:
handlePlayerInput(event.key.code, true);
break;
case sf::Event::KeyReleased:
handlePlayerInput(event.key.code, false);
break;
case sf::Event::Closed:
Window.close();
break;
}
}
}
void Game::update(sf::Time dt) {
sf::Vector2f movement(0.f, 0.f);
if (isMovingUp)
movement.y -= PLAYER_SPEED;
if (isMovingDown)
movement.y += PLAYER_SPEED;
if(isMovingLeft)
movement.x -= PLAYER_SPEED;
if (isMovingRight)
movement.x += PLAYER_SPEED;
Player.move(movement * dt.asSeconds());
}
void Game::render() {
Window.clear();
Window.draw(Player);
Window.draw(statsText);
Window.display();
}
void Game::handlePlayerInput(sf::Keyboard::Key key, bool isPressed) {
switch (key) {
case sf::Keyboard::W:
isMovingUp = isPressed;
break;
case sf::Keyboard::S:
isMovingDown = isPressed;
break;
case sf::Keyboard::A:
isMovingLeft = isPressed;
break;
case sf::Keyboard::D:
isMovingRight = isPressed;
break;
}
}
void Game::updateGameStats(sf::Time dt) {
statsTotalTimeElapsed += dt ;
statsNumberOfFrames += 1;
if (statsTotalTimeElapsed >= sf::seconds(1.0f)) {
statsText.setString(
"FPS = " + to_string(statsNumberOfFrames) + "\n" +
"Time/Update = " + to_string(statsTotalTimeElapsed.asMicroseconds() / statsNumberOfFrames) + "us");
statsTotalTimeElapsed -= sf::seconds(1.0f);
statsNumberOfFrames = 0;
}
}
Now, my question is this. How is the FPS being calculated that is rendered to my screen. From what i can understand the FPS is capped at 60fps but yet when i run the application the FPS that is displayed is around 500 - 1200 FPS.
Am i calculating this wrong or just not understanding this correctly?
I hope this post is okay, I can't seem to find a similar question.
Any advice or help will be greatly appreciated.
Upvotes: 2
Views: 1163
Reputation: 23
Figured this one out! I was looking at total frames ran per second and not frames updated per second. When i log how many times the update method gets run per second i get a steady 60FPS.
Appreciate the help.
Nick
Upvotes: 0
Reputation: 76240
Given a framerate
(for example 60 FPS):
auto framerate = 60; // FPS
auto elapsedMillisecondsExpected = 1000 / framerate; // in milliseconds
In SFML you use an sf::Clock
and at every frame you cap it:
sf::Clock clock;
// frame logic
auto elapsedMilliseconds = clock.getElapsedTime().asMilliseconds();
if (elapsedMilliseconds < elapsedMillisecondsExpected) {
auto sleepMilliseconds = elapsedMillisecondsExpected - elapsedMilliseconds;
// sleep for sleepMilliseconds
}
Upvotes: 1