mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-13 17:00:58 +02:00
bfba1f7bb7
* main menu scrollable when over 8 items * buggies * more buggies * Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win
39 lines
1.3 KiB
Lua
39 lines
1.3 KiB
Lua
-- Fixed-step update loop at the Game Boy's ~60Hz. Game logic advances in
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-- whole steps regardless of the display refresh rate, which keeps movement,
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-- text speed and battle timing deterministic.
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local FixedStep = {}
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FixedStep.STEP = 1 / 60
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local MAX_ACCUM = 0.25 -- avoid spiral of death after a stall
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function FixedStep:init(callback)
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self.accum = 0
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self.callback = callback
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end
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-- The anti-spiral clamp doubles as a steps-per-frame ceiling (0.25s = 15
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-- steps), which silently throttled the high fast-forward levels: at 100X
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-- a 60fps frame wants ~100 steps. Game:update raises this to fit the
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-- current speed target; a stall still cannot snowball past one frame's
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-- intended budget.
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FixedStep.maxAccum = MAX_ACCUM
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function FixedStep:update(dt)
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self.accum = math.min(self.accum + dt, self.maxAccum or MAX_ACCUM)
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while self.accum >= self.STEP do
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self.accum = self.accum - self.STEP
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self.callback(self.STEP)
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end
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end
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-- Drop any pending catch-up steps. A hitch inside one logic step (map
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-- seam setMap / song start) makes the next real-time dt huge; without this
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-- the while-loop above would advance many walk frames before the next
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-- draw, which looks like a slide with no leg animation (issue #93).
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function FixedStep:discardCatchup()
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self.accum = 0
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end
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return FixedStep
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