/** * Internal use only. Called by the RenderManager at the beginning of a * new application frame. */ public void newFrame() { // Avoid per-material Float allocations and lock in the // time for this frame to avoid inter-frame drift. time = timer.getTimeInSeconds(); tpf = timer.getTimePerFrame(); } }
if(timer.getTimeInSeconds()>=coreTime2){ coreTime2=timer.getTimeInSeconds()+10; if(difficulty<=lowCap){ difficulty=lowCap;
@Override public void simpleUpdate(float tpf) { super.simpleUpdate(tpf);//To change body of generated methods, choose Tools | Templates. for (int i = 0; i < 3; i++){ PointLight pl = pls[i]; float angle = (float)Math.PI * (i + (timer.getTimeInSeconds() % 6)/3); // 3s for full loop pl.setPosition( new Vector3f(FastMath.cos(angle)*3f, 0, FastMath.sin(angle)*3f)); } } public void initialize(RenderManager rm, ViewPort vp) {
if (timer.getTimeInSeconds() >= coreTime){ coreTime = timer.getTimeInSeconds() + 20;
/** * Internal use only. Called by the RenderManager at the beginning of a * new application frame. */ public void newFrame() { // Avoid per-material Float allocations and lock in the // time for this frame to avoid inter-frame drift. time = timer.getTimeInSeconds(); tpf = timer.getTimePerFrame(); } }
if(timer.getTimeInSeconds()>=coreTime2){ coreTime2=timer.getTimeInSeconds()+10; if(difficulty<=lowCap){ difficulty=lowCap;
if (timer.getTimeInSeconds() >= coreTime){ coreTime = timer.getTimeInSeconds() + 20;
break; case Time: u.setValue(VarType.Float, timer.getTimeInSeconds()); break; case Tpf: