QcEffectClock Class
The clock the world's animations run on (decision E-962): campfire smoke, the runes and book of the enchanting tables, creatures' limbs, glowing creatures, boats and capes. More...
| Header: | #include <clientcore/session/QcEffectClock.h> |
Public Functions
Detailed Description
It runs one tick length per client tick, whatever the time of day does: a world without its daylight cycle (the showcase, the game rule daylightCycle) keeps its animations. It stands while the server is paused or frozen (speed 0), runs slower at a lower tick rate and never faster than real time, so a sprint does not make the smoke flicker (unlike the block textures' QcAnimationClock). A frame shows the time between the previous and the latest tick at its fraction of a tick, one tick behind: the shown time never jumps, not even when the speed changes, and does not depend on the frame rate.
Member Function Documentation
double QcEffectClock::seconds(double alpha) const
Returns the animation seconds at alpha (0–1) of the way from the previous tick's time to the latest tick's.
void QcEffectClock::tick(double speed)
One client tick at the server's speed (QcMsg::WorldTime::speed: 1 at its normal rate, 0 paused or frozen).
double QcEffectClock::time() const
Returns the animation seconds at the latest tick.