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Bugs and stuff (#146)
* main menu scrollable when over 8 items * buggies * more buggies * Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win * more and more bugs
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@@ -55,8 +55,29 @@ local FLOWER_IMAGES = {
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local SPINNER_STRIP = "assets/generated/tilesets/spinners.png"
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local animFrame = 0
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function TileRenderer.tick()
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animFrame = animFrame + 1
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local animAccum = 0
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local ANIM_STEP = 1 / 60 -- Game Boy logic rate (matches FixedStep.STEP)
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-- Advance water/flower/spinner tile animation. Called from the overworld
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-- draw path so it keeps running under dialogs (overworld update does not),
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-- but consumes wall-clock dt into 60Hz steps so high/low display refresh
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-- no longer speeds up or slows the cycle (issue #4).
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-- tick() / tick(nil) with no love.timer.getDelta (headless tests) still
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-- advances exactly one frame per call.
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function TileRenderer.tick(dt)
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if dt == nil and love and love.timer and love.timer.getDelta then
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dt = love.timer.getDelta()
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end
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if dt == nil then
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animFrame = animFrame + 1
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return
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end
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-- Cap catch-up so a long stall cannot jump many water/flower periods
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animAccum = math.min(animAccum + dt, 0.25)
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while animAccum >= ANIM_STEP do
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animAccum = animAccum - ANIM_STEP
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animFrame = animFrame + 1
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end
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end
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-- ------------------------------------------------------------------
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