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