fix falling-on-pause bug

The issue happened because of not resetting lastTick: The lastTick is stored to
calculate movement speed independent of frame rate. When paused, the delta is
calculated with the time before the pause, so it gets huge and results in high
velocity values that are used to calculate how far the player moved.
This commit is contained in:
Norman Köhring 2023-02-14 00:48:46 +01:00
parent e4e3953734
commit 43e8242619

View file

@ -75,7 +75,10 @@ const move = (thisTick: number): void => {
animationFrame = requestAnimationFrame(move)
// do nothing when paused
if (paused.value) return
if (paused.value) {
lastTick = thisTick // reset tick, to avoid huge tickDelta
return
}
const tickDelta = thisTick - lastTick
lastTimeUpdate += tickDelta