fixed game_speed, now using fixed point and keeping game_speed static
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+12
-2
@@ -32,7 +32,7 @@
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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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int game_speed = 1; // BY DEFAULT IS ON 1, but if changed to 2, 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 game_speed = 1; // BY DEFAULT IS SET TO 1, but if changed to 2 - 8, 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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@@ -182,6 +182,16 @@ int get_num_discards_remaining(void) {
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int get_money(void) {
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return money;
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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 game_speed)
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{
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game_speed = game_speed;
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}
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// Consts
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@@ -1269,7 +1279,7 @@ static void game_playing_process_input_and_state()
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if (mult > 0)
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{
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temp_score = chips * mult;
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lerped_temp_score = (float)(1.0f / game_speed) * int2fx(temp_score); // game speed affects how fast the score text increases.
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lerped_temp_score = fx2int(fxdiv(int2fx(1), int2fx(game_speed)) * int2fx(temp_score)); // game speed affects how fast the score text increases.
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lerped_score = int2fx(score);
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display_temp_score(temp_score);
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