Commit Graph

903 Commits

Author SHA1 Message Date
Misa 1d669dffeb Interpolate "- Press ENTER to Teleport -" prompt
This is only really noticeable in slowmode, but if you're playing in
slowmode it'll be pretty smooth.
2020-06-19 09:05:48 -04:00
Misa dcc9520d8f Interpolate trophy text
Just to make sure it's extra smooth. Not that it will be noticeable, and
you can't access the Secret Lab in slowmode without modifying the game,
but it's nice to have this.
2020-06-19 09:05:48 -04:00
Misa a69bb84eaf Interpolate all-sides warp BG
Again, it was only noticeable at 40% speed that it updated at 1000/34
FPS before.
2020-06-19 09:05:48 -04:00
Misa 66ac035576 Move all-sides warp background update code to logic functions
Otherwise it'll go by really fast and rapidly pulsate. To the point
where it seems like it would be an epilepsy trigger, although I
wouldn't know anything about epilepsy other than that it's bad.
2020-06-19 09:05:48 -04:00
Misa 8184a392eb Interpolate tower background
Ok, now THIS takes the cake for "only really noticeable in slowmode",
because it only ever moves at 1 pixel per second. And even then,
slowmode shouldn't apply on the title screen, so it won't even show up
there once I get around to doing that change.
2020-06-19 09:05:48 -04:00
Misa 118401f17e Move tower background update code to logic functions
Otherwise it'll go really really quickly, which is not good.
2020-06-19 09:05:48 -04:00
Misa 7810e99507 Interpolate vertical warp background
So it'll look very smooth. Again, only really noticeable in slowdown
(although I could kind of tell the difference at full speed).
2020-06-19 09:05:48 -04:00
Misa 921960d23a Move vertical warp background updating to Graphics::updatebackground()
Otherwise it will zoom by pretty quickly.
2020-06-19 09:05:48 -04:00
Misa c7d3a684ea Interpolate horizontal warp BG
So that it's really, really smooth. Only noticeable in slowdown mode,
though.
2020-06-19 09:05:48 -04:00
Misa c9c55d0c8b Move horizontal warp background to Graphics::updatebackground()
This is so the background doesn't NYOOOOM past at light speed. Although
for a game set in space like VVVVVV, light speed ain't bad.

And this finally requires that editorlogic() have a call to
Graphics::updatebackground().
2020-06-19 09:05:48 -04:00
Misa 9d104b68ee Simplify "else if" braces and indentation in activity prompt rendering
No need for it to be inside another whole indented block if it's just an
"else if".
2020-06-19 09:05:48 -04:00
Misa f53ed222d3 Interpolate activity zone prompt fading in and out
To make it real smooth, just in case it was noticeable that it only
updated at 1000/34 FPS before (well, except in slowmode, it's really
noticeable THERE).

Also this removes the re-typing out of (game.act_fade/10.0f) for every
single R, G, and B in gamerender().
2020-06-19 09:05:48 -04:00
Misa c56df48d75 Interpolate text box alpha
This makes text boxes fade in and out pretty smoothly.

This requires that the textboxclass::setcol() be in Graphics::drawgui(),
so now it's moved there.

Text box fading is only really noticeable if you're playing in slowmode.
2020-06-19 09:05:48 -04:00
Misa 4ba9954eb8 Move cursor delay update logic to maplogic()
Otherwise it'll go really really fast.

Incidentally this also basically de-duplicates it and results in less
copy-pasted code overall.
2020-06-19 09:05:48 -04:00
Misa 837ccfc735 Move gravity line color updating to gamelogic()
So it doesn't keep updating really quickly.
2020-06-19 09:05:48 -04:00
Misa 40cedc8c94 Move general oldxp/oldyp updating to just before gameinput()
This has to be done in order to fix rendering when on a conveyor or
moving platform and actively moving with or against it. Pretty sure this
shouldn't break anything, oldxp/oldyp is mostly visual after all (and by
the time it's used for gravity line collision checking,
updateentitylogic() would've already gotten around to it anyway).

Incidentally, this also fixes a jitter that would occur if you were
moving at the time you died or collected a trinket or custom crewmate,
due to the game temporarily freezing and either doing deathsequence or
completestop.
2020-06-19 09:05:48 -04:00
Misa 3b41721563 Interpolate bringing up and down quit/pause/teleporter screen
Now it's really, really smooth. Except for like the last frame when it
goes down, which I sometimes didn't notice (but maybe it didn't happen
every time due to being lucky on the delta timesteps or something,
whatevs.)
2020-06-19 09:05:48 -04:00
Misa 45c7292096 Simplify menu-off rendering/logic code
Since "if (graphics.resumegamemode)" and "if (menuoffset > 0)" both do
the same thing, they've been combined with an "or" conjunction.

As well, the map.extrarow check in maplogic() has been refactored to use
a variable instead of duplicating the entire code block. Not that it
matters anyway, because the difference between 240 and 230 is only 10
pixels, far short of the 25 pixel increment that bringing the menu up
and down uses, and both 240 and 230 integer-divided by 25 have the same
non-remainder value of 9.
2020-06-19 09:05:48 -04:00
Misa a22a872886 Move menu offset logic to maplogic()
This is the logic that handles the timer that brings up and down the
teleporter, pause screen, and Esc screen. So now it doesn't go crazy
fast.
2020-06-19 09:05:48 -04:00
Misa 9ea5734abb Move backboxrect off of Graphics
No need for a temporary rect to be on the Graphics class itself.
2020-06-19 09:05:48 -04:00
Misa 4e533c65a5 Interpolate upwards-moving star BG
So that it's smooth at full FPS.
2020-06-19 09:05:48 -04:00
Misa 3b09bb36e8 Move upwards-moving star BG to Graphics::updatebackground()
So it doesn't go really really quick.
2020-06-19 09:05:48 -04:00
Misa 61d2526669 Put rainbow BG timer in Graphics::updatebackground()
Otherwise it'll go way too fast.
2020-06-19 09:05:48 -04:00
Misa 684aa38ff2 Interpolate Lab backboxes
So that they look buttery smooth.
2020-06-19 09:05:48 -04:00
Misa 1c38b63a37 Move Lab backbox updates to Graphics::updatebackground()
So that the backboxes don't go NYOOOOOOOOM.
2020-06-19 09:05:48 -04:00
Misa 92cd695859 Interpolate left-moving star background
So that it looks all smooth and such.
2020-06-19 09:05:48 -04:00
Misa 55ae3c73a9 Update left-moving star BG in fixed timestep loop
Otherwise they will move too fast.
2020-06-19 09:05:48 -04:00
Misa 495bea2e87 Update text boxes in the inner fixed-timestep loop
So they don't go really quickly.
2020-06-19 09:05:48 -04:00
Misa 4e3406d5aa Remove useless function Graphics::textboxcleanup()
It was made useless after my refactor to remove the 'active' system from
text boxes.
2020-06-19 09:05:48 -04:00
Misa 905696c263 Update trophy text timer in fixed-timestep gamelogic()
Otherwise it, too, goes by too quickly.
2020-06-19 09:05:48 -04:00
Misa 92ee33043d Update activity prompt fade in fixed-timestep gamelogic()
Otherwise it goes by too quickly.
2020-06-19 09:05:48 -04:00
Misa e897543383 Interpolate fade amount
This makes the fadeouts and fadeins (screenwipes) much more buttery
smooth.
2020-06-19 09:05:48 -04:00
Misa 8fde6f28a3 Update screenshake position in fixed-timestep loop
Otherwise the screen will shake too fast for my liking.

Also I'm planning to add an FPS limiting option later (because right
now, un-capping the FPS is pretty wasteful and eats up lots of
resources, especially since I have only a 60hz monitor), and it'd feel
weird if screen shaking updated every delta timestep.
2020-06-19 09:05:48 -04:00
Misa 57f87dc820 Reduce indentation of "else if" in Graphics::cutscenebars()
There's no need to put the if-statement inside an entire else-block if
it's the only if-statement in there.
2020-06-19 09:05:48 -04:00
Misa 2510d3a6ba Interpolate cutscene bars position
Cutscene bars will now smoothly fade in and out at above 30 FPS instead
of at 30 FPS only.
2020-06-19 09:05:48 -04:00
Misa 6655ae418c Update cutscene bars in fixed-timestep loop
This prevents cutscene bars from going really really fast.
2020-06-19 09:05:48 -04:00
Misa a479c61141 Simplify "else if" indentation for right-side tower screen wrapping
No need to make an entire else-block and indent it when you can just do
"else if" instead.
2020-06-19 09:05:48 -04:00
Misa a7b62d1098 Update oldxp/oldyp when screen wrapping
This is so it doesn't look like entities "zip" across the room.
2020-06-19 09:05:48 -04:00
Misa f06ca9172a Set drawframe to tile when creating an entity
This fixes entities being drawframe 0 for 1 frame when being first
created. Incidentally, this also fixes entities created during
completestop being the player sprite, too, which is something not many
people notice.
2020-06-19 09:05:48 -04:00
Misa 298aa95259 Move onground/onroof/animateentities logic to start of gamelogic()
For some reason, it was put near the start of gamerender(), even though
since it handles edge-flipping it seems like it should be in the logic
function already.

This makes sure entity animations don't animate as fast as possible, and
also fixes edge-flipping on normal surfaces.
2020-06-19 09:05:48 -04:00
Misa 57b643d22a Use case-switch for para-check in entclass::setenemy()
It's less verbose this way, and less typing.
2020-06-19 09:05:48 -04:00
Misa c6659ef656 Initialize oldxp/oldyp in createentity()
This prevents undefined behavior because we use oldxp/oldyp to do linear
interpolation.

It's also initialized in entclass::entclass(), just to be sure. And I've
deduplicated the regular xp/yp initialization in createentity(), too.
2020-06-19 09:05:48 -04:00
Misa 4f4d400ce0 Add linear interpolation of rendered entities
I've added a function Graphics::lerp() which simply interpolates between
two values given a certain alpha value. It's just like drawing a
straight line between two points.

Also, Graphics now has an `alpha` attribute, and it is set on every
deltatime update to be used in linear interpolation.
2020-06-19 09:05:48 -04:00
Misa fd44098f38 Move render functions to outer deltatime loop
Ok, and this is where the fun starts.

In an ideal world, this would be the end of this patch. However, of
course, there are many, MANY places in the game that update
fixed-timestep timers DIRECTLY inside the render function, which is not
ideal because it means those timers go super fast.

I'll have to fix those later.
2020-06-19 09:05:48 -04:00
Misa c63036fcd3 Indent timestep loop
Ok, NOW indent it. I didn't indent it previously because the diffs are
annoying to read if there's an indent that doesn't otherwise change
anything (and even now it's pretty annoying to read).
2020-06-19 09:05:48 -04:00
Misa e2fe2d4c2b Replace SDL_Delay() with an accumulator
Alright, this is the start of the over-30-FPS patch!

First things first, we'll need to make it possible to have a separate
deltatime loop outside of the fixed timestep loop. And for that, we
can't be using SDL_Delay(), as SDL_Delay() (as you might imagine) blocks
the whole program.

Instead we'll be using this thing called an accumulator. It looks at how
long the previous poll took (the raw deltatime), and lets timesteps pass
accordingly.

On a side note, I've had to split the `time` and `timePrev` declaration
each onto their own separate line, otherwise there's undefined behavior
from `time` not being initialized.

I use `accumulator = fmodf(...)` instead of `accumulator -=
timesteplimit` because otherwise it'll fast-forward if it's behind,
which is a jarring thing to see.

Also in preparation for what's going to come down the over-30-FPS road,
I've also added `deltatime` and `alpha`. `deltatime` is going to be used
if the game is in slowdown mode, and `alpha` is going to be used for
linear interpolation of animations.

By the way, what was the main game loop previously (and is now the new
timestep loop) is now in an extra set of curly braces, but I haven't
indented it yet to reduce the noise in this commit.
2020-06-19 09:05:48 -04:00
Misa 62441edbc9 Account for hours when calculating time trial result time
This prevents being able to "roll over" the amount of minutes to 0 (by
simply waiting for the timer to tick past one hour) and being able to
get a result of 00:13 when your result is really 01:00:13.

By looking only at the minutes, the game would read 01:00:13 as 00:13
instead. So simply add the amount of hours to the time trial result.
2020-06-18 08:42:15 -04:00
Misa 0ee5c07f4a Add #define _POSIX_SOURCE
This is needed for MinGW when compiling C++98, apparently. I put it in
an if-guard because otherwise there'll be a warning from MY compiler
about redefinitions.
2020-06-17 19:15:07 -04:00
Misa 3428d962b3 Add #define __STDC_FORMAT_MACROS
This define is needed in order for the SCNx32/SCNu32 in find_tag() to be
compiled correctly on older `glibc`s.
2020-06-17 19:15:07 -04:00
AllyTally 5e43a44d9a Add 7x7, 9x9, full horizontal and vertical brush sizes 2020-06-17 19:13:48 -04:00