Thanks for the answers.
Show your code where you handle delta time. Or maybe I could try to guess.... zsbzsb pulls out his crystal_ball.exe
I dont use delta time in this game.
I have used frapes to check the frames.
I have find the code who is the problem.
The for loop is to much, and needs to much performance and i lose much fps with this.
But I dont understand why this effect is much higher after moving the window.
bool isStoneOnStoredStone(sf::RectangleShape storedStones[10][22], Stone &actualStone)
{
for (unsigned y{ 0 }; y != 22; ++y)
{
for (unsigned x{ 0 }; x != 10; ++x)
{
if ((actualStone.shapeA.getPosition().y + 20.f == storedStones[x][y].getPosition().y && actualStone.shapeA.getPosition().x == storedStones[x][y].getPosition().x) ||
(actualStone.shapeB.getPosition().y + 20.f == storedStones[x][y].getPosition().y && actualStone.shapeB.getPosition().x == storedStones[x][y].getPosition().x) ||
(actualStone.shapeC.getPosition().y + 20.f == storedStones[x][y].getPosition().y && actualStone.shapeC.getPosition().x == storedStones[x][y].getPosition().x) ||
(actualStone.shapeD.getPosition().y + 20.f == storedStones[x][y].getPosition().y && actualStone.shapeD.getPosition().x == storedStones[x][y].getPosition().x))
{
return true;
}
}
}
return false;
}