feat(godot): drive the anim interpolator off FrameClock (paced spritesheet+glow)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-07-08 22:09:02 -04:00
parent 20fd0c634c
commit 81f991129a

View File

@@ -255,7 +255,7 @@ public partial class Main : Godot.Control
double clockDur = System.Math.Max(1, _vm.Gfx.AnimClockDurationTicks) * GameTickSeconds; double clockDur = System.Math.Max(1, _vm.Gfx.AnimClockDurationTicks) * GameTickSeconds;
bool clockReset = clockGen != _lastClockGen; bool clockReset = clockGen != _lastClockGen;
_lastClockGen = clockGen; _lastClockGen = clockGen;
foreach (var v in _vm.Gfx.SnapshotVisibleObjects()) // already ascending-handle = z-order foreach (var v in _vm.Gfx.SnapshotVisibleObjects(_clock.NowMs)) // interpolate at the throttled clock
{ {
float a = AlphaFor(v, clockReset, clockDur) * (v.Alpha / 255f); float a = AlphaFor(v, clockReset, clockDur) * (v.Alpha / 255f);
if (v.SurfaceResId == 0) if (v.SurfaceResId == 0)