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    updateSprites(float deltaTime) does not respect deltaTime

    Bug Reporting (FUZE 4 Nintendo Switch)
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    • S
      SenteDescin last edited by

      All overloaded functions of updateSprite() seem to respect deltaTime as well as updateSprites(array sprites, float deltaTime). However, updateSprites(float deltaTime) does not respect the deltaTime parameter. Specifically, if I do:

      updateSprites(1/120)
      updateSprites(1/120)
      

      between two update() running at 60fps, it will advance the sprite animation 1/30th of a second instead of 1/60th of a second. Doing the same with the updateSprite() function or updateSprites(array sprites, float deltaTime) will advance it correctly. It seems that updateSprites(float deltaTime) ignores deltaTime and passes in its own deltaTime (maybe based on the internal clock difference between frames).

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      • Willpowered
        Willpowered Fuze Team last edited by

        Hi @SenteDescin, thanks for your report. I've looked into this and you are correct, the time parameter is not being used correctly in this case. It is indeed using the default delta time instead. A fix for this will be released in a future patch!

        As you mentioned, it's possible to work around this for now by calling the list version of updateSprites or the singular updateSprite. I've verified that those use the supplied time parameter properly.

        updateSprites(my_sprite_list, speed)
        updateSprite(sprite, speed)
        

        Thank you for the report!

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