Merge pull request #145 from pansythoughts/main
kind of fixed how game_speed behaves
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@@ -102,4 +102,7 @@ int get_num_discards_remaining(void);
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int get_num_hands_remaining(void);
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int get_money(void);
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int get_game_speed(void);
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void set_game_speed(int new_game_speed);
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#endif // GAME_H
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+13
-3
@@ -63,7 +63,7 @@ typedef enum
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static uint rng_seed = 0;
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static uint timer = 0; // This might already exist in libtonc but idk so i'm just making my own
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static int game_speed = 1;
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static int game_speed = 1; // BY DEFAULT IS SET TO 1, but if changed to 2 or more, should speed up all (or most) of the game aspects that should be sped up by speed, as in the original game.
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static int background = 0;
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static enum GameState game_state = GAME_SPLASH_SCREEN; // The current game state, this is used to determine what the game is doing at any given time
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@@ -235,6 +235,16 @@ int get_num_hands_remaining(void)
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{
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return hands;
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}
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int get_game_speed(void)
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{
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return game_speed;
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}
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// for the future when a menu actually lets this variable be changed.
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void set_game_speed(int new_game_speed)
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{
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game_speed = new_game_speed;
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}
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int get_money(void)
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{
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@@ -1441,8 +1451,8 @@ static void game_playing_process_input_and_state()
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}
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else if (play_state == PLAY_ENDED)
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{
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lerped_temp_score -= int2fx(temp_score) / 40;
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lerped_score += int2fx(temp_score) / 40;
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lerped_temp_score -= int2fx(temp_score * get_game_speed())/ 40;
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lerped_score += int2fx(temp_score * get_game_speed()) / 40;
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if (lerped_temp_score > 0)
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{
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+3
-2
@@ -1,3 +1,4 @@
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#include "game.h"
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#include "sprite.h"
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#include "util.h"
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#include "audio_utils.h"
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@@ -157,8 +158,8 @@ void sprite_object_reset_transform(SpriteObject* sprite_object)
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void sprite_object_update(SpriteObject* sprite_object)
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{
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sprite_object->vx += (sprite_object->tx - sprite_object->x) / 8;
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sprite_object->vy += (sprite_object->ty - sprite_object->y) / 8;
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sprite_object->vx += ((sprite_object->tx - sprite_object->x) * get_game_speed()) / 8;
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sprite_object->vy += ((sprite_object->ty - sprite_object->y) * get_game_speed()) / 8;
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sprite_object->vscale += (sprite_object->tscale - sprite_object->scale) / 8; // Scale up the card when it's played
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