Time grinds to a halt when the player needs it so

main
Cameron Murphy Reikes 2 years ago
parent 631c7d4aa7
commit 74247b2f30

@ -2153,12 +2153,13 @@ bool mouse_frozen = false;
#endif #endif
void frame(void) void frame(void)
{ {
static float speed_factor = 1.0f;
// elapsed_time // elapsed_time
double dt_double = 0.0; double dt_double = 0.0;
{ {
dt_double = stm_sec(stm_diff(stm_now(), last_frame_time)); dt_double = stm_sec(stm_diff(stm_now(), last_frame_time));
dt_double = fmin(dt_double, 5.0 / 60.0); // clamp dt at maximum 5 frames, avoid super huge dt dt_double = fmin(dt_double, 5.0 / 60.0); // clamp dt at maximum 5 frames, avoid super huge dt
elapsed_time += dt_double; elapsed_time += dt_double*speed_factor;
last_frame_time = stm_now(); last_frame_time = stm_now();
} }
float dt = (float)dt_double; float dt = (float)dt_double;
@ -2329,6 +2330,14 @@ void frame(void)
static Entity *interacting_with = 0; // used by rendering to figure out who to draw dialog box on static Entity *interacting_with = 0; // used by rendering to figure out who to draw dialog box on
static bool player_in_combat = false; static bool player_in_combat = false;
const float dialog_interact_size = 2.5f * TILE_SIZE; const float dialog_interact_size = 2.5f * TILE_SIZE;
if(player->has_paused_time)
{
speed_factor = Lerp(speed_factor, dt*10.0f, 0.0f);
}
else
{
speed_factor = Lerp(speed_factor, dt*10.0f, 1.0f);
}
int num_timestep_loops = 0; int num_timestep_loops = 0;
{ {
unprocessed_gameplay_time += dt; unprocessed_gameplay_time += dt;
@ -2337,7 +2346,7 @@ void frame(void)
{ {
num_timestep_loops++; num_timestep_loops++;
unprocessed_gameplay_time -= timestep; unprocessed_gameplay_time -= timestep;
float dt = timestep; float dt = timestep*speed_factor;
// process gs.entities // process gs.entities
player_in_combat = false; // in combat set by various enemies when they fight the player player_in_combat = false; // in combat set by various enemies when they fight the player
@ -2839,6 +2848,10 @@ void frame(void)
thrown->held_by_player = false; thrown->held_by_player = false;
player->holding_item = (EntityRef){0}; player->holding_item = (EntityRef){0};
} }
else
{
player->has_paused_time = !player->has_paused_time;
}
} }
} }
if(roll && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING)) if(roll && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
@ -2934,9 +2947,9 @@ void frame(void)
// velocity processing // velocity processing
{ {
Vec2 target_vel = MulV2F(movement, dt * pixels_per_meter * speed); Vec2 target_vel = MulV2F(movement, pixels_per_meter * speed);
player->vel = LerpV2(player->vel, dt * 15.0f, target_vel); player->vel = LerpV2(player->vel, dt * 15.0f, target_vel);
player->pos = move_and_slide((MoveSlideParams){player, player->pos, player->vel}); player->pos = move_and_slide((MoveSlideParams){player, player->pos, MulV2F(player->vel, dt)});
} }
// health // health
if(player->damage >= 1.0) if(player->damage >= 1.0)

@ -199,6 +199,7 @@ typedef struct Entity
// character // character
bool is_character; bool is_character;
EntityRef holding_item; EntityRef holding_item;
bool has_paused_time;
Vec2 to_throw_direction; Vec2 to_throw_direction;
CharacterState state; CharacterState state;
EntityRef talking_to; // Maybe should be generational index, but I dunno. No death yet EntityRef talking_to; // Maybe should be generational index, but I dunno. No death yet

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