Utilities¶
Here we document the helpers functions that are not part of any object. They mostly help to deal with conversion of Doom’s engine types.
Time conversion functions¶
- doom_tics_to_ms(doom_tics: float, fps: int = 35) float ¶
Calculates how many tics will be made during given number of milliseconds.
Note: changed in 1.1.0
- ms_to_doom_tics(doom_tics: float, fps: int = 35) float ¶
Calculates the number of milliseconds that will pass during specified number of tics.
Note: changed in 1.1.0
- doom_tics_to_sec(doom_tics: float, fps: int = 35) float ¶
Calculates how many tics will be made during given number of seconds.
Note: added in 1.1.0
- sec_to_doom_tics(doom_tics: float, fps: int = 35) float ¶
Calculates the number of seconds that will pass during specified number of tics.
Note: added in 1.1.0
Doom fixed point conversion functions¶
- doom_fixed_to_float(*args, **kwargs)¶
Overloaded function.
doom_fixed_to_float(doom_fixed: int) -> float
Converts fixed point numeral to a floating point value. Doom engine internally use fixed point numbers. If you assign fixed point numeral to
USER1
-USER60
GameVariables, you can convert them to floating point by using this function.doom_fixed_to_float(doom_fixed: float) -> float
Converts fixed point numeral to a floating point value. Doom engine internally use fixed point numbers. If you assign fixed point numeral to
USER1
-USER60
GameVariables, you can convert them to floating point by using this function.