mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
Added float target frame time, set UPS to 120.
Improved frame stabilization. Ref PR #85.
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@ -26,8 +26,8 @@
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TPinballTable* pb::MainTable = nullptr;
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datFileStruct* pb::record_table = nullptr;
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int pb::time_ticks = 0, pb::demo_mode = 0, pb::game_mode = 2, pb::mode_countdown_, pb::state, pb::frameCounter = 0;
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float pb::time_now, pb::time_next, pb::ball_speed_limit;
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int pb::time_ticks = 0, pb::demo_mode = 0, pb::game_mode = 2, pb::state, pb::frameCounter = 0;
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float pb::time_now, pb::time_next, pb::ball_speed_limit, pb::mode_countdown_, pb::time_ticks_remainder = 0;
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high_score_struct pb::highscore_table[5];
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bool pb::FullTiltMode = false, pb::cheat_mode = false;
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@ -225,29 +225,34 @@ void pb::ballset(int x, int y)
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ball->Speed = maths::normalize_2d(&ball->Acceleration);
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}
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void pb::frame(int time)
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void pb::frame(float dtMilliSec)
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{
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static int frameTime = 0;
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static float frameTime = 0;
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if (time > 100)
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time = 100;
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if (time <= 0)
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if (dtMilliSec > 100)
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dtMilliSec = 100;
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if (dtMilliSec <= 0)
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return;
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float timeMul = time * 0.001f;
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if (!mode_countdown(time))
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auto dtSec = dtMilliSec * 0.001f;
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if (!mode_countdown(dtMilliSec))
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{
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time_next = time_now + timeMul;
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timed_frame(time_now, timeMul, true);
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time_next = time_now + dtSec;
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timed_frame(time_now, dtSec, true);
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time_now = time_next;
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time_ticks += time;
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auto dtMilliSecComp = dtMilliSec + time_ticks_remainder;
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auto dtWhole = static_cast<int>(dtMilliSecComp);
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time_ticks_remainder = dtMilliSecComp - static_cast<float>(dtWhole);
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time_ticks += dtWhole;
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if (nudge::nudged_left || nudge::nudged_right || nudge::nudged_up)
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{
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nudge::nudge_count = timeMul * 4.0f + nudge::nudge_count;
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nudge::nudge_count = dtSec * 4.0f + nudge::nudge_count;
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}
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else
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{
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auto nudgeDec = nudge::nudge_count - timeMul;
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auto nudgeDec = nudge::nudge_count - dtSec;
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if (nudgeDec <= 0.0f)
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nudgeDec = 0.0;
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nudge::nudge_count = nudgeDec;
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@ -265,9 +270,9 @@ void pb::frame(int time)
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// Retained render prevents frame skip. The next best thing - complete refresh at fixed rate.
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render::update(false);
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// Frame time at 60 FPS = 16.(6) ms = (16 + 17 + 17) / 3
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auto targetTime = frameCounter % 3 == 0 ? 16 : 17;
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frameTime += time;
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// Frame time at 60 FPS = 16.(6) ms
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auto targetTime = 1000 / 60.0f;
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frameTime += dtMilliSec;
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if (frameTime >= targetTime)
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{
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frameTime = min(frameTime - targetTime, 100);
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@ -526,7 +531,7 @@ void pb::keydown(int key)
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}
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}
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int pb::mode_countdown(int time)
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int pb::mode_countdown(float dtMilliSec)
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{
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if (!game_mode || game_mode <= 0)
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return 1;
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@ -534,14 +539,14 @@ int pb::mode_countdown(int time)
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{
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if (game_mode == 3)
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{
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mode_countdown_ -= time;
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if (mode_countdown_ < 0 || time < 0)
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mode_countdown_ -= dtMilliSec;
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if (mode_countdown_ < 0.0f || dtMilliSec < 0.0f)
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mode_change(4);
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}
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else if (game_mode == 4)
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{
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mode_countdown_ -= time;
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if (mode_countdown_ < 0 || time < 0)
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mode_countdown_ -= dtMilliSec;
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if (mode_countdown_ < 0.0f || dtMilliSec < 0.0f)
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mode_change(1);
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}
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return 1;
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@ -26,14 +26,14 @@ public:
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static void toggle_demo();
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static void replay_level(int demoMode);
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static void ballset(int x, int y);
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static void frame(int time);
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static void frame(float dtMilliSec);
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static void timed_frame(float timeNow, float timeDelta, bool drawBalls);
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static void window_size(int* width, int* height);
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static void pause_continue();
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static void loose_focus();
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static void keyup(int key);
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static void keydown(int key);
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static int mode_countdown(int time);
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static int mode_countdown(float dtMilliSec);
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static void launch_ball();
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static void end_game();
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static void high_scores();
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@ -41,6 +41,7 @@ public:
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static bool chk_highscore();
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static float collide(float timeNow, float timeDelta, TBall* ball);
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private:
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static int demo_mode, mode_countdown_;
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static int demo_mode;
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static int state;
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static float mode_countdown_, time_ticks_remainder;
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};
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@ -12,7 +12,7 @@
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#include "splash.h"
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#include "render.h"
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const int TargetFrameTime = 8;
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const float TargetUPS = 120, TargetFrameTime = 1000 / TargetUPS;
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HINSTANCE winmain::hinst = nullptr;
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HWND winmain::hwnd_frame = nullptr;
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@ -225,7 +225,7 @@ int winmain::WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLi
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pb::replay_level(0);
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DWORD someTimeCounter = 300u, prevTime = 0u, frameStart = timeGetTime();
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int sleepRemainder = 0, frameDuration = TargetFrameTime;
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float sleepRemainder = 0, frameDuration = TargetFrameTime;
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while (true)
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{
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if (!someTimeCounter)
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@ -299,11 +299,11 @@ int winmain::WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLi
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gdrv::fill_bitmap(&gfr_display, 1, height, width - 1, 0, 0); // Background
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auto targetVal = dt < target ? dt : target;
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auto targetHeight = min(static_cast<int>(std::round(targetVal * scale)), height);
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auto targetHeight = min(static_cast<int>(std::floor(targetVal * scale)), height);
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gdrv::fill_bitmap(&gfr_display, 1, targetHeight, width - 1, height - targetHeight, -1); // Target
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auto diffVal = dt < target ? target - dt : dt - target;
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auto diffHeight = min(static_cast<int>(std::round(diffVal * scale)), height);
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auto diffHeight = min(static_cast<int>(std::floor(diffVal * scale)), height);
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gdrv::fill_bitmap(&gfr_display, 1, diffHeight, width - 1, height - targetHeight - diffHeight, 1); // Target diff
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gdrv::blit(&gfr_display, 0, 0, render::vscreen.Width - width, 0, width, height);
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@ -311,21 +311,21 @@ int winmain::WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLi
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auto updateEnd = timeGetTime();
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auto sleepDuration = TargetFrameTime - (int)(updateEnd - frameStart) - sleepRemainder;
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auto intSleepDuration = static_cast<int>(sleepDuration);
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DWORD frameEnd;
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if (sleepDuration > 0)
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if (intSleepDuration > 0)
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{
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Sleep(sleepDuration);
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Sleep(intSleepDuration);
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frameEnd = timeGetTime();
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sleepRemainder = (frameEnd - updateEnd) - sleepDuration;
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}
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else
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{
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frameEnd = updateEnd;
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sleepRemainder = 0;
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}
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frameDuration = min(frameEnd - frameStart, TargetFrameTime * 2);
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sleepRemainder = max(min((int)(frameEnd - updateEnd) - sleepDuration, TargetFrameTime), -TargetFrameTime);
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frameDuration = min((frameEnd - frameStart), TargetFrameTime * 2);
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frameStart = frameEnd;
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--someTimeCounter;
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