From: Holger Schemel Date: Tue, 11 Jun 2024 21:39:28 +0000 (+0200) Subject: improved smooth movement animation for classic BD scheduling types X-Git-Tag: 4.4.0.0-test-2~6 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=75b1504db75bdf33cf6bfc8cd30145805ab66a2d;p=rocksndiamonds.git improved smooth movement animation for classic BD scheduling types Using the BD game engine with classic scheduling types like "BD1" may result in alternating numbers of frames per iteration cycle due to dynamic game speed calculations (like alternating between 7 and 8 frames per iteration), so always using the last maximum number of cycle frames (to adjust to dynamically changing game speed) results in always using the wrong number of frames per iteration cycle, causing less smooth movement animations (due to little stops or jumps for each iteration cycle movement animation). Storing the last maximum number of cycle frames for even and odd cycles separately can improve this by using the "right" number of cycle frames even if they are alternating between two values. --- diff --git a/src/game_bd/bd_gameplay.c b/src/game_bd/bd_gameplay.c index 3ca3e43c..085dad08 100644 --- a/src/game_bd/bd_gameplay.c +++ b/src/game_bd/bd_gameplay.c @@ -122,6 +122,8 @@ static void load_cave(GdGame *game) game->milliseconds_anim = 0; game->milliseconds_game = 0; // set game timer to zero, too + game->cycle_counter = 0; + // create new element buffer game->element_buffer = gd_cave_map_new(game->cave, int); @@ -395,17 +397,22 @@ static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean } } - // store last maximum number of cycles (to force redraw if changed) + // store last maximum number of cycle frames (to force redraw if changed) game->itermax_last = game->itermax; - // update maximum number of cycles (frame) per cave iteration - game->itermax = game->itercycle; + // store maximum number of cycle frames separately for even and odd cycles + game->itermax2[game->cycle_counter % 2] = game->itercycle; + + // update maximum number of cycle frames per cave iteration + game->itermax = game->itermax2[!(game->cycle_counter % 2)]; - // reset cycle (frame) counter for the next cave iteration + // reset cycle frame counter for the next cave iteration game->itercycle = 0; iterate_cave(game, game->player_move, game->player_fire); + game->cycle_counter++; + if (game->player_move == GD_MV_STILL) { game->player_move_stick = FALSE; diff --git a/src/game_bd/bd_gameplay.h b/src/game_bd/bd_gameplay.h index 98659a48..999c5e84 100644 --- a/src/game_bd/bd_gameplay.h +++ b/src/game_bd/bd_gameplay.h @@ -83,9 +83,11 @@ typedef struct _gd_game int itercycle; int itermax; int itermax_last; + int itermax2[2]; int animcycle; int milliseconds_game; int milliseconds_anim; + int cycle_counter; int replay_no_more_movements; boolean show_story; // to remember that story for a particular cave was already shown. diff --git a/src/game_bd/main_bd.c b/src/game_bd/main_bd.c index 7730ba9b..34a75074 100644 --- a/src/game_bd/main_bd.c +++ b/src/game_bd/main_bd.c @@ -339,6 +339,8 @@ void InitGameEngine_BD(void) game_bd.game->itercycle = 0; game_bd.game->itermax = 8; // default; dynamically changed at runtime game_bd.game->itermax_last = game_bd.game->itermax; + game_bd.game->itermax2[0] = game_bd.game->itermax; + game_bd.game->itermax2[1] = game_bd.game->itermax; game_bd.player_moving = FALSE; game_bd.player_snapping = FALSE;