ok the auto driver works but needs work

This commit is contained in:
bryanthaboi
2026-07-21 13:19:53 -04:00
parent 9468ffccdf
commit 60b3cebdce
6 changed files with 419 additions and 36 deletions
+8 -1
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@@ -12,8 +12,15 @@ function FixedStep:init(callback)
self.callback = callback
end
-- The anti-spiral clamp doubles as a steps-per-frame ceiling (0.25s = 15
-- steps), which silently throttled the high fast-forward levels: at 100X
-- a 60fps frame wants ~100 steps. Game:update raises this to fit the
-- current speed target; a stall still cannot snowball past one frame's
-- intended budget.
FixedStep.maxAccum = MAX_ACCUM
function FixedStep:update(dt)
self.accum = math.min(self.accum + dt, MAX_ACCUM)
self.accum = math.min(self.accum + dt, self.maxAccum or MAX_ACCUM)
while self.accum >= self.STEP do
self.accum = self.accum - self.STEP
self.callback(self.STEP)
+5 -1
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@@ -170,7 +170,11 @@ function Game:update(dt)
-- deferred A and edge pulses land in Input's press queue for this step.
TouchInput:update(dt)
-- Fast-forward scales only the logic clock (see src/core/GameSpeed.lua).
FixedStep:update(dt * self:logicSpeed())
-- Give the accumulator room for one full frame at the current speed,
-- or the anti-spiral clamp quietly caps every level above ~15X.
local speed = self:logicSpeed()
FixedStep.maxAccum = math.max(0.25, speed * FixedStep.STEP * 1.5)
FixedStep:update(dt * speed)
-- Audio runs off real time at a fixed 60Hz regardless of game speed or
-- display refresh, so fades and chip synthesis keep their intended tempo
-- whether we are at 1X, 10X, or running with vsync disabled.
+1 -1
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@@ -18,7 +18,7 @@ local GameSpeed = {}
-- attempt is long enough that the iteration loop, not the engine, is the
-- bottleneck. Vsync caps how much a real frame can do, so past 10X the
-- multiplier is increasingly a ceiling rather than a rate.
GameSpeed.LEVELS = { 1, 2, 4, 10, 20, 30, 50, 75 }
GameSpeed.LEVELS = { 1, 2, 4, 10, 20, 30, 50, 75, 100,500 }
GameSpeed.DEFAULT = 1
function GameSpeed.levelLabel(v)