Comments (3)
That makes a lot of sense. I had previously considered using tenths but avoided it because the way I'm timing it with window.setinterval()
(which is possibly not the best way) is a little bit slow and will loose some time each iteration. I didn't want to exagerrate this effect if I could avoid it, so I might try implementing 10ths and then testing it to see how accurate it is, or if I can find another better way of timing it (suggestions appreaciated). Thanks!
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store the time the clock started for the player. when your interval callback fires, check the time again and see how much time has passed. don't update the time the clock started until the player hits the clock (so you don't build up time spent in JS)
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Great idea thanks!
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