basic gamespeed implementation

This commit is contained in:
expected-ingot
2025-06-29 18:51:22 +02:00
parent 5196362ab9
commit caf8c96c87
2 changed files with 12 additions and 10 deletions
+1
View File
@@ -4,6 +4,7 @@
#define MAX_HAND_SIZE 16 #define MAX_HAND_SIZE 16
#define MAX_DECK_SIZE 52 #define MAX_DECK_SIZE 52
#define MAX_SELECTION_SIZE 5 #define MAX_SELECTION_SIZE 5
#define FRAMES(x) ((x) / game_speed)
enum GameState enum GameState
{ {
+11 -10
View File
@@ -15,6 +15,7 @@
#include "soundbank.h" #include "soundbank.h"
static int timer = 1; // This might already exist in libtonc but idk so i'm just making my own static int timer = 1; // This might already exist in libtonc but idk so i'm just making my own
static int game_speed = 1;
static int background = 0; static int background = 0;
static enum GameState game_state = GAME_PLAYING; static enum GameState game_state = GAME_PLAYING;
@@ -677,7 +678,7 @@ void game_playing()
// Card logic // Card logic
if (hand_state == HAND_DRAW && cards_drawn < hand_size) if (hand_state == HAND_DRAW && cards_drawn < hand_size)
{ {
if (timer % 10 == 0) // Draw a card every 10 frames if (timer % FRAMES(10) == 0) // Draw a card every 10 frames
{ {
cards_drawn++; cards_drawn++;
card_draw(); card_draw();
@@ -695,7 +696,7 @@ void game_playing()
bool discarded_card = false; bool discarded_card = false;
// Discarded cards loop (mainly for shuffling) // Discarded cards loop (mainly for shuffling)
if (hand_get_size() == 0 && hand_state == HAND_SHUFFLING && discard_top >= -1 && timer > 10) if (hand_get_size() == 0 && hand_state == HAND_SHUFFLING && discard_top >= -1 && timer >= FRAMES(10))
{ {
// We take each discarded card and put it back into the deck with a short animation // We take each discarded card and put it back into the deck with a short animation
static CardObject *discarded_card_object = NULL; static CardObject *discarded_card_object = NULL;
@@ -831,7 +832,7 @@ void game_playing()
hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top]; hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
} }
if (i == 0 && discarded_card == false && timer % 10 == 0) if (i == 0 && discarded_card == false && timer % FRAMES(10) == 0)
{ {
hand_state = HAND_DRAW; hand_state = HAND_DRAW;
sound_played = false; sound_played = false;
@@ -846,7 +847,7 @@ void game_playing()
hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top]; hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
hand_y += (24 << FIX_SHIFT); hand_y += (24 << FIX_SHIFT);
if (hand[i]->selected && timer % 10 == 0) if (hand[i]->selected && timer % FRAMES(10) == 0)
{ {
hand[i]->selected = false; hand[i]->selected = false;
played_push(hand[i]); played_push(hand[i]);
@@ -865,7 +866,7 @@ void game_playing()
timer = 1; timer = 1;
} }
if (i == 0 && timer % 10 == 0) if (i == 0 && timer % FRAMES(10) == 0)
{ {
hand_state = HAND_PLAYING; hand_state = HAND_PLAYING;
cards_drawn = 0; cards_drawn = 0;
@@ -1050,7 +1051,7 @@ void game_playing()
switch (play_state) switch (play_state)
{ {
case PLAY_PLAYING: case PLAY_PLAYING:
if (i == 0 && (timer % 10 == 0 || played[played_top - played_selections]->selected == false) && timer > 40) if (i == 0 && (timer % FRAMES(10) == 0 || played[played_top - played_selections]->selected == false) && timer > FRAMES(40))
{ {
played_selections--; played_selections--;
@@ -1067,7 +1068,7 @@ void game_playing()
} }
break; break;
case PLAY_SCORING: case PLAY_SCORING:
if (i == 0 && (timer % 30 == 0) && timer > 40) if (i == 0 && (timer % FRAMES(30) == 0) && timer > FRAMES(40))
{ {
// So pretend "played_selections" is now called "scored_cards" and it counts the number of cards that have been scored // So pretend "played_selections" is now called "scored_cards" and it counts the number of cards that have been scored
int scored_cards = 0; int scored_cards = 0;
@@ -1119,7 +1120,7 @@ void game_playing()
} }
break; break;
case PLAY_ENDING: // This is the reverse of PLAY_PLAYING. The cards get reset back to their neutral position sequentially case PLAY_ENDING: // This is the reverse of PLAY_PLAYING. The cards get reset back to their neutral position sequentially
if (i == 0 && (timer % 10 == 0 || played[played_top - played_selections]->selected == false) && timer > 40) if (i == 0 && (timer % FRAMES(10) == 0 || played[played_top - played_selections]->selected == false) && timer > FRAMES(40))
{ {
played_selections--; played_selections--;
@@ -1136,7 +1137,7 @@ void game_playing()
} }
break; break;
case PLAY_ENDED: // Basically a copy of HAND_DISCARD case PLAY_ENDED: // Basically a copy of HAND_DISCARD
if (!discarded_card && played[i] != NULL && timer > 40) if (!discarded_card && played[i] != NULL && timer > FRAMES(40))
{ {
played_x = int2fx(240); played_x = int2fx(240);
played_y = int2fx(70); played_y = int2fx(70);
@@ -1216,7 +1217,7 @@ void game_playing()
void game_round_end() void game_round_end()
{ {
const int timer_delay = 30; // 30 frames = 500ms const int timer_delay = FRAMES(30); // 30 frames = 500ms
if (timer > timer_delay) if (timer > timer_delay)
{ {