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unit Unit2;
{$mode ObjFPC}{$H+}
interface
uses
Classes, SysUtils;
const
StartMSecsPerFrame = 20;
type
IGameHandler = class(TObject)
private
MSecsPerFrame: Integer;
public
Finished: Boolean;
constructor Create;
procedure DoIteration; virtual; abstract;
procedure SlowDown;
procedure SpeedUp;
end;
TActionThread = class(TThread)
private
FGameHandler: IGameHandler;
public
constructor Create(AGameHandler: IGameHandler);
destructor Destroy;
property GameHandler: IGameHandler read FGameHandler;
procedure Execute; override;
end;
implementation
constructor IGameHandler.Create;
begin
Finished := false;
MSecsPerFrame := StartMSecsPerFrame
end;
procedure IGameHandler.SlowDown;
begin
MSecsPerFrame := StartMSecsPerFrame
end;
procedure IGameHandler.SpeedUp;
begin
MSecsPerFrame := 100
end;
constructor TActionThread.Create(AGameHandler: IGameHandler);
begin
inherited Create(false);
FGameHandler := AGameHandler
end;
destructor TActionThread.Destroy;
begin
FreeAndNil(FGameHandler)
end;
procedure TActionThread.Execute;
var
OldTime: TDateTime;
ToWait: Integer;
begin
while not GameHandler.Finished do
begin
OldTime := Now;
Synchronize(@FGameHandler.DoIteration);
{ Синхронизация с таймером. }
ToWait := Round(GameHandler.MSecsPerFrame - (Now - OldTime) * MSecsPerDay);
if ToWait > 0 then
Sleep(ToWait)
end
end;
end.
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