More FPS agnosticism, fixed pause after finishing an event's repeating move route

This commit is contained in:
Maruno17
2023-05-24 21:20:20 +01:00
parent 167155c67d
commit c756e2647a
30 changed files with 947 additions and 847 deletions

View File

@@ -169,7 +169,6 @@ class SlotMachineScene
end
end
@sprites["payout"].score = payout
frame = 0
if payout > 0 || @replay
if bonus > 0
pbMEPlay("Slots big win")
@@ -177,30 +176,31 @@ class SlotMachineScene
pbMEPlay("Slots win")
end
# Show winning animation
timePerFrame = Graphics.frame_rate / 8
until frame == Graphics.frame_rate * 3
Graphics.update
Input.update
update
timer_start = System.uptime
loop do
frame = ((System.uptime - timer_start) / 0.125).to_i
@sprites["window2"].bitmap&.clear
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/win")
@sprites["window1"].src_rect.set(152 * ((frame / timePerFrame) % 4), 0, 152, 208)
@sprites["window1"].src_rect.set(152 * (frame % 4), 0, 152, 208)
if bonus > 0
@sprites["window2"].setBitmap("Graphics/UI/Slot Machine/bonus")
@sprites["window2"].src_rect.set(152 * (bonus - 1), 0, 152, 208)
end
@sprites["light1"].visible = true
@sprites["light1"].src_rect.set(0, 26 * ((frame / timePerFrame) % 4), 96, 26)
@sprites["light1"].src_rect.set(0, 26 * (frame % 4), 96, 26)
@sprites["light2"].visible = true
@sprites["light2"].src_rect.set(0, 26 * ((frame / timePerFrame) % 4), 96, 26)
@sprites["light2"].src_rect.set(0, 26 * (frame % 4), 96, 26)
(1..5).each do |i|
if wonRow[i - 1]
@sprites["row#{i}"].visible = (frame / timePerFrame).even?
@sprites["row#{i}"].visible = frame.even?
else
@sprites["row#{i}"].visible = false
end
end
frame += 1
Graphics.update
Input.update
update
break if System.uptime - timer_start >= 3.0
end
@sprites["light1"].visible = false
@sprites["light2"].visible = false
@@ -218,22 +218,25 @@ class SlotMachineScene
@sprites["payout"].score = 0
end
end
(Graphics.frame_rate / 2).times do
timer_start = System.uptime
loop do
Graphics.update
Input.update
update
break if System.uptime - timer_start >= 0.5
end
else
# Show losing animation
timePerFrame = Graphics.frame_rate / 4
until frame == Graphics.frame_rate * 2
timer_start = System.uptime
loop do
frame = ((System.uptime - timer_start) / 0.25).to_i
@sprites["window2"].bitmap&.clear
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/lose")
@sprites["window1"].src_rect.set(152 * (frame % 2), 0, 152, 208)
Graphics.update
Input.update
update
@sprites["window2"].bitmap&.clear
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/lose")
@sprites["window1"].src_rect.set(152 * ((frame / timePerFrame) % 2), 0, 152, 208)
frame += 1
break if System.uptime - timer_start >= 2.0
end
end
@wager = 0
@@ -278,9 +281,6 @@ class SlotMachineScene
end
def pbMain
frame = 0
spinFrameTime = Graphics.frame_rate / 4
insertFrameTime = Graphics.frame_rate * 4 / 10
loop do
Graphics.update
Input.update
@@ -295,23 +295,31 @@ class SlotMachineScene
break
elsif @gameRunning # Reels are spinning
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/stop")
@sprites["window1"].src_rect.set(152 * ((frame / spinFrameTime) % 4), 0, 152, 208)
if Input.trigger?(Input::USE)
pbSEPlay("Slots stop")
if @sprites["reel1"].spinning
@sprites["reel1"].stopSpinning(@replay)
@sprites["button1"].visible = true
elsif @sprites["reel2"].spinning
@sprites["reel2"].stopSpinning(@replay)
@sprites["button2"].visible = true
elsif @sprites["reel3"].spinning
@sprites["reel3"].stopSpinning(@replay)
@sprites["button3"].visible = true
timer_start = System.uptime
loop do
frame = ((System.uptime - timer_start) / 0.25).to_i
@sprites["window1"].src_rect.set(152 * (frame % 4), 0, 152, 208)
Graphics.update
Input.update
update
if Input.trigger?(Input::USE)
pbSEPlay("Slots stop")
if @sprites["reel1"].spinning
@sprites["reel1"].stopSpinning(@replay)
@sprites["button1"].visible = true
elsif @sprites["reel2"].spinning
@sprites["reel2"].stopSpinning(@replay)
@sprites["button2"].visible = true
elsif @sprites["reel3"].spinning
@sprites["reel3"].stopSpinning(@replay)
@sprites["button3"].visible = true
end
end
end
if !@sprites["reel3"].spinning
@gameEnd = true
@gameRunning = false
if !@sprites["reel3"].spinning
@gameEnd = true
@gameRunning = false
end
break if !@gameRunning
end
elsif @gameEnd # Reels have been stopped
pbPayout
@@ -325,42 +333,47 @@ class SlotMachineScene
@gameEnd = false
else # Awaiting coins for the next spin
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/insert")
@sprites["window1"].src_rect.set(152 * ((frame / insertFrameTime) % 2), 0, 152, 208)
if @wager > 0
@sprites["window2"].setBitmap("Graphics/UI/Slot Machine/press")
@sprites["window2"].src_rect.set(152 * ((frame / insertFrameTime) % 2), 0, 152, 208)
end
if Input.trigger?(Input::DOWN) && @wager < 3 && @sprites["credit"].score > 0
pbSEPlay("Slots coin")
@wager += 1
@sprites["credit"].score -= 1
if @wager >= 3
@sprites["row5"].visible = true
@sprites["row4"].visible = true
elsif @wager >= 2
@sprites["row3"].visible = true
@sprites["row2"].visible = true
elsif @wager >= 1
@sprites["row1"].visible = true
timer_start = System.uptime
loop do
frame = ((System.uptime - timer_start) / 0.4).to_i
@sprites["window1"].src_rect.set(152 * (frame % 2), 0, 152, 208)
if @wager > 0
@sprites["window2"].setBitmap("Graphics/UI/Slot Machine/press")
@sprites["window2"].src_rect.set(152 * (frame % 2), 0, 152, 208)
end
elsif @wager >= 3 || (@wager > 0 && @sprites["credit"].score == 0) ||
(Input.trigger?(Input::USE) && @wager > 0) || @replay
if @replay
@wager = 3
(1..5).each do |i|
@sprites["row#{i}"].visible = true
Graphics.update
Input.update
update
if Input.trigger?(Input::DOWN) && @wager < 3 && @sprites["credit"].score > 0
pbSEPlay("Slots coin")
@wager += 1
@sprites["credit"].score -= 1
if @wager >= 3
@sprites["row5"].visible = true
@sprites["row4"].visible = true
elsif @wager >= 2
@sprites["row3"].visible = true
@sprites["row2"].visible = true
elsif @wager >= 1
@sprites["row1"].visible = true
end
elsif @wager >= 3 || (@wager > 0 && @sprites["credit"].score == 0) ||
(Input.trigger?(Input::USE) && @wager > 0) || @replay
if @replay
@wager = 3
(1..5).each { |i| @sprites["row#{i}"].visible = true }
end
@sprites["reel1"].startSpinning
@sprites["reel2"].startSpinning
@sprites["reel3"].startSpinning
@gameRunning = true
elsif Input.trigger?(Input::BACK) && @wager == 0
break
end
@sprites["reel1"].startSpinning
@sprites["reel2"].startSpinning
@sprites["reel3"].startSpinning
frame = 0
@gameRunning = true
elsif Input.trigger?(Input::BACK) && @wager == 0
break
break if @gameRunning
end
break if !@gameRunning
end
frame = (frame + 1) % (Graphics.frame_rate * 4)
end
old_coins = $player.coins
$player.coins = @sprites["credit"].score

View File

@@ -94,10 +94,11 @@ class VoltorbFlip
pbUpdateCoins
# Draw curtain effect
if @firstRound
angleDiff = 10 * 20 / Graphics.frame_rate
curtain_duration = 0.5
timer_start = System.uptime
loop do
@sprites["curtainL"].angle -= angleDiff
@sprites["curtainR"].angle += angleDiff
@sprites["curtainL"].angle = lerp(-90, -180, curtain_duration, timer_start, System.uptime)
@sprites["curtainR"].angle = lerp(0, 90, curtain_duration, timer_start, System.uptime)
Graphics.update
Input.update
update
@@ -535,9 +536,9 @@ class VoltorbFlip
@sprites["cursor"].bitmap.clear
end
# def pbWaitText(msg,frames)
# msgwindow=pbCreateMessageWindow
# pbMessageDisplay(msgwindow,msg)
# def pbWaitText(msg, frames)
# msgwindow = pbCreateMessageWindow
# pbMessageDisplay(msgwindow, msg)
# pbWait(frames / 20.0)
# pbDisposeMessageWindow(msgwindow)
# end
@@ -548,12 +549,11 @@ class VoltorbFlip
# Draw curtain effect
@sprites["curtainL"].visible = true
@sprites["curtainR"].visible = true
angleDiff = 18 * 20 / Graphics.frame_rate
curtain_duration = 0.25
timer_start = System.uptime
loop do
@sprites["curtainL"].angle += angleDiff
@sprites["curtainR"].angle -= angleDiff
# Fixes a minor graphical bug
@sprites["curtainL"].y -= 2 if @sprites["curtainL"].angle >= -90
@sprites["curtainL"].angle = lerp(-180, -90, curtain_duration, timer_start, System.uptime)
@sprites["curtainR"].angle = lerp(90, 0, curtain_duration, timer_start, System.uptime)
Graphics.update
Input.update
update

View File

@@ -489,23 +489,26 @@ class MiningGameScene
def pbFlashItems(revealed)
return if revealed.length <= 0
revealeditems = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
halfFlashTime = Graphics.frame_rate / 8
alphaDiff = (255.0 / halfFlashTime).ceil
(1..halfFlashTime * 2).each do |i|
revealed.each do |index|
burieditem = @items[index]
revealeditems.bitmap.blt(32 * burieditem[1], 64 + (32 * burieditem[2]),
@itembitmap.bitmap,
Rect.new(32 * ITEMS[burieditem[0]][2], 32 * ITEMS[burieditem[0]][3],
32 * ITEMS[burieditem[0]][4], 32 * ITEMS[burieditem[0]][5]))
if i > halfFlashTime
revealeditems.color = Color.new(255, 255, 255, ((halfFlashTime * 2) - i) * alphaDiff)
else
revealeditems.color = Color.new(255, 255, 255, i * alphaDiff)
revealeditems.color = Color.new(255, 255, 255, 0)
flash_duration = 0.25
2.times do |i|
alpha_start = (i == 0) ? 0 : 255
alpha_end = (i == 0) ? 255 : 0
timer_start = System.uptime
loop do
revealed.each do |index|
burieditem = @items[index]
revealeditems.bitmap.blt(32 * burieditem[1], 64 + (32 * burieditem[2]),
@itembitmap.bitmap,
Rect.new(32 * ITEMS[burieditem[0]][2], 32 * ITEMS[burieditem[0]][3],
32 * ITEMS[burieditem[0]][4], 32 * ITEMS[burieditem[0]][5]))
end
flash_alpha = lerp(alpha_start, alpha_end, flash_duration / 2, timer_start, System.uptime)
revealeditems.color.alpha = flash_alpha
update
Graphics.update
break if flash_alpha == alpha_end
end
update
Graphics.update
end
revealeditems.dispose
revealed.each do |index|