I'm getting some odd readings from the Extended Type version of this code.
The following displays between 60 and 65fps when testing my game (with 60FPS limit) :
dtime = GETTIMER()
fps = 1000/dtime
fpstimer = fpstimer+dtime
IF fpstimer>500 // 1/2 sec
fpstimer = 0
realfps = fps
ENDIF
PRINT "FPS: "+realfps,640,570
If I call:
LOCAL moveTimer AS TAppTime
moveTimer.Initialise_AppTime(60)
outside of my main loop, and inside the loop:
moveTimer.Update_AppTime()
and then add:
newfps = moveTimer.AppSpeed()
PRINT "AS: "+newfps,640,520
The original FPS counter displays correctly at around 60fps, but AS flicks between 0 and 1, which obviously breaks any movement I tie into the returns from your functions.
Have I missed something out?