Files
gen1recomp/src/core/GameSpeed.lua
T
Shane McGovern 3f88d1c49a Add 3X game speed and R2/L2 shoulder button speed hotkeys
Add 3X as a speed option between 2X and 4X in GameSpeed.LEVELS (#677).

Add controller hotkeys: rightshoulder (R2) cycles speed up through the
level list, leftshoulder (L2) cycles speed down. Keyboard equivalent
is hotkey 1 (cycles up). All hotkeys are gated during transitions,
scripted cutscenes, and link play (same guards as the color hotkey
at key 2).

The _cycleSpeed helper wraps the save-options update with the same
busy/overworld guard used by the existing color-cycle hotkey.

Fixes #677
2026-08-02 23:10:06 +01:00

55 lines
2.0 KiB
Lua

-- Fast-forward multiplier for game logic.
--
-- Speeding up means running the 1/60 fixed step N times per real frame
-- (Game:update), so everything driven by the step -- movement, text,
-- battle timing, scripts -- advances N times faster while staying
-- deterministic. Audio deliberately does NOT scale: Music.update drives
-- fade counters and ChipAudio synthesis off its own real-time 60Hz
-- accumulator in Game:update, so music and sfx play at normal pitch and
-- tempo at every speed.
--
-- Vsync still caps how much work a real frame can do, so 10X is a target
-- rather than a promise on a slow machine -- the logic simply runs as many
-- steps as the frame budget allows.
local GameSpeed = {}
-- 20X exists for the bot runs (tests/drivers/route.lua): a full-route
-- 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, 3, 4, 10, 20, 30, 50, 75, 100, 200 }
GameSpeed.DEFAULT = 1
function GameSpeed.levelLabel(v)
v = tonumber(v) or GameSpeed.DEFAULT
if v == 1 then return "NORMAL" end
return tostring(v) .. "X"
end
-- nearest valid level for an arbitrary value (a hand-edited options.lua or
-- a --speed argument), so a bad number degrades to something sane
function GameSpeed.clamp(v)
v = tonumber(v)
if not v then return GameSpeed.DEFAULT end
local best, bestDiff = GameSpeed.DEFAULT, math.huge
for _, level in ipairs(GameSpeed.LEVELS) do
local diff = math.abs(level - v)
if diff < bestDiff then best, bestDiff = level, diff end
end
return best
end
-- cycle to the next/previous level, wrapping (the options row idiom)
function GameSpeed.cycle(v, dir)
local levels = GameSpeed.LEVELS
local cur = 1
for i, level in ipairs(levels) do
if level == GameSpeed.clamp(v) then cur = i break end
end
local nextIdx = (cur - 1 + (dir or 1)) % #levels + 1
return levels[nextIdx]
end
return GameSpeed