fixed game_speed, now using fixed point and keeping game_speed static

This commit is contained in:
alex
2025-09-22 22:04:51 -07:00
parent 301f5a2a53
commit 7bafc260dd
3 changed files with 21 additions and 7 deletions
+7 -2
View File
@@ -158,9 +158,14 @@ void sprite_object_reset_transform(SpriteObject* sprite_object)
void sprite_object_update(SpriteObject* sprite_object)
{
sprite_object->vx += (sprite_object->tx - sprite_object->x) / (8 / game_speed); // SPEED
sprite_object->vy += (sprite_object->ty - sprite_object->y) / (8 / game_speed);
sprite_object->vx += (sprite_object->tx - sprite_object->x) / (8 / get_game_speed()); // SPEED
sprite_object->vy += (sprite_object->ty - sprite_object->y) / (8 / get_game_speed()); // this makes the game_speed not be
// able to be more than 8, because of
//integer division making it a divide by 0.
// shouldn't be a problem since speed 9 or more
// is way too much lol.
sprite_object->vscale += (sprite_object->tscale - sprite_object->scale) / 8; // Scale up the card when it's played
sprite_object->vrotation += (sprite_object->trotation - sprite_object->rotation) / 8; // Rotate the card when it's played