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gdevelop5:tutorials:basic-game-making-concepts [2021/04/15 16:16]
bouh [Events: the order is important]
gdevelop5:tutorials:basic-game-making-concepts [2021/05/07 00:49]
silver-streak [An advanced notion: the "time elapsed" since last frame (TimeDelta)]
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 The game evaluates events and repaints the screen several times per second: we say that the game is //refreshed//, //updated// during a "tick". How often this happens depends on your computer resources: a slow computer can render 25 frames per second, a fast one 60. GDevelop can usually make sure that this value is the same on all computers. However, the speed of some operations can change from computer to computer, for example, mathematical operations and the rendering of movements. The game evaluates events and repaints the screen several times per second: we say that the game is //refreshed//, //updated// during a "tick". How often this happens depends on your computer resources: a slow computer can render 25 frames per second, a fast one 60. GDevelop can usually make sure that this value is the same on all computers. However, the speed of some operations can change from computer to computer, for example, mathematical operations and the rendering of movements.
  
-To make the speed of changes constant, use the //`TimeDelta()` expression//, which returns the time in seconds since the last frame.+To make the speed of changes constant, use the //`TimeDelta()` [[gdevelop5:all-features:expressions|expression]]//, which returns the time in seconds since the last frame.
 For example, don't do this: For example, don't do this: