{
static int time_count_steps;
static int time, time_final;
- static int score, score_final;
+ static float score, score_final; // needed for time score < 10 for 10 seconds
static int health, health_final;
static int game_over_delay_1 = 0;
static int game_over_delay_2 = 0;
if (time_score > 0)
{
+ int time_frames = 0;
+
if (TimeLeft > 0)
{
time_final = 0;
- score_final += TimeLeft * time_score;
+ time_frames = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
}
else if (game.no_time_limit && TimePlayed < 999)
{
time_final = 999;
- score_final += (999 - TimePlayed) * time_score;
+ time_frames = (999 - TimePlayed) * FRAMES_PER_SECOND - TimeFrames;
}
+ score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
+
time_count_steps = MAX(1, ABS(time_final - time) / 100);
game_over_delay_1 = game_over_delay_value_1;
time += time_count_steps * time_count_dir;
score += time_count_steps * time_score;
+ // set final score to correct rounding differences after counting score
+ if (time == time_final)
+ score = score_final;
+
game.LevelSolved_CountingTime = time;
game.LevelSolved_CountingScore = score;