Difference between revisions of "love.timer.sleep"
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{{notice|This function causes the entire thread to pause for the duration of the sleep. Graphics will not draw, input events will not trigger, code will not run, and the window will be unresponsive if you use this as "wait()" in the main thread. Use [[love.update]] or a [[love.timer|Timer library]] for that instead.}} | {{notice|This function causes the entire thread to pause for the duration of the sleep. Graphics will not draw, input events will not trigger, code will not run, and the window will be unresponsive if you use this as "wait()" in the main thread. Use [[love.update]] or a [[love.timer|Timer library]] for that instead.}} | ||
== Function == | == Function == | ||
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=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> | ||
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Nothing. | Nothing. | ||
== Function == | == Function == | ||
− | {{oldin|[[0.8.0]]|080|type= | + | {{oldin|[[0.8.0]]|080|type=variant}} |
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> |
Latest revision as of 18:00, 27 August 2020
Available since LÖVE 0.2.1 |
This function is not supported in earlier versions. |
Pauses the current thread for the specified amount of time.
![]() |
This function causes the entire thread to pause for the duration of the sleep. Graphics will not draw, input events will not trigger, code will not run, and the window will be unresponsive if you use this as "wait()" in the main thread. Use love.update or a Timer library for that instead. |
Function
Available since LÖVE 0.8.0 |
This variant is not supported in earlier versions. |
Synopsis
love.timer.sleep( s )
Arguments
number s
- Seconds to sleep for.
Returns
Nothing.
Function
Removed in LÖVE 0.8.0 |
This variant is not supported in that and later versions. |
Synopsis
love.timer.sleep( ms )
Arguments
number ms
- Milliseconds to sleep for.
Returns
Nothing.
Examples
Use sleep to cap FPS at 30
function love.update(dt) if dt < 1/30 then love.timer.sleep(1/30 - dt) end end
More sophisticated way to cap 30 FPS
This takes into account the time spent updating and drawing each frame.
function love.load() min_dt = 1/30 next_time = love.timer.getTime() end function love.update(dt) next_time = next_time + min_dt -- rest of function here end function love.draw() -- rest of function here local cur_time = love.timer.getTime() if next_time <= cur_time then next_time = cur_time return end love.timer.sleep(next_time - cur_time) end
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