diff --git a/assets/scripts/gameplay/drone.toy b/assets/scripts/gameplay/drone.toy index 6c31639..7d8dfd7 100644 --- a/assets/scripts/gameplay/drone.toy +++ b/assets/scripts/gameplay/drone.toy @@ -2,7 +2,7 @@ import standard; import node; //constants -var SPEED: int const = 2; +var SPEED: int const = 4; var SPRITE_WIDTH: int const = 64; var SPRITE_HEIGHT: int const = 64; @@ -98,7 +98,7 @@ fn onInit(node: opaque) { } fn onStep(node: opaque) { - if (++stepCount >= 10) { + if (++stepCount >= 5) { node.incrementCurrentNodeFrame(); stepCount = 0; } diff --git a/assets/scripts/gameplay/lejana.toy b/assets/scripts/gameplay/lejana.toy index 3ba00d2..0c6d387 100644 --- a/assets/scripts/gameplay/lejana.toy +++ b/assets/scripts/gameplay/lejana.toy @@ -2,7 +2,7 @@ import standard; import node; //constants -var SPEED: int const = 2; +var SPEED: int const = 4; var SPRITE_WIDTH: int const = 64; var SPRITE_HEIGHT: int const = 64; @@ -27,7 +27,7 @@ var inputX: int = 0; //cache the keyboard input var inputY: int = 0; var direction: int = null; //BUGFIX: animation not looping properly -var enableMovementCounter: int = 60 * 4; //BUGFIX: freeze while drones reach their starting spot +var enableMovementCounter: int = 30 * 3; //BUGFIX: freeze while drones reach their starting spot //polyfills - animating different cycles on one image @@ -155,7 +155,7 @@ fn onStep(node: opaque) { node.setCurrentNodeFrame(0); } - if (++stepCount >= 10) { + if (++stepCount >= 5) { node.incrementCurrentNodeFrame(); stepCount = 0; } diff --git a/assets/scripts/gameplay/scene.toy b/assets/scripts/gameplay/scene.toy index 853d70c..92184d7 100644 --- a/assets/scripts/gameplay/scene.toy +++ b/assets/scripts/gameplay/scene.toy @@ -31,8 +31,8 @@ fn onInit(node: opaque) { } fn onStep(node: opaque) { - if (++stepCounter >= 60) { - print "FPS: " + string drawCounter + " / 60"; + if (++stepCounter >= 30) { + print "FPS: " + string drawCounter + " / 30"; stepCounter = 0; drawCounter = 0; } diff --git a/assets/scripts/init.toy b/assets/scripts/init.toy index 6204726..cf15d34 100644 --- a/assets/scripts/init.toy +++ b/assets/scripts/init.toy @@ -27,8 +27,11 @@ mapInputEventToKeyUp("character_right", "right"); //event, keysym + //TODO: escape to kill the game + + //this function must always be called, or the engine won't run - initWindow("Skyland", 1080, 720, false); + initWindow("Skyland", 32*16, 32*16, false); //TODO: custom FPS setting //kick off the logic of the scene graph loadRootNode("scripts:/gameplay/scene.toy"); diff --git a/box/box_engine.c b/box/box_engine.c index 55d0a84..b50d961 100644 --- a/box/box_engine.c +++ b/box/box_engine.c @@ -412,7 +412,7 @@ void Box_execEngine() { //set up time engine.realTime = clock(); engine.simTime = engine.realTime; - clock_t delta = (double) CLOCKS_PER_SEC / 60.0; + clock_t delta = (double) CLOCKS_PER_SEC / 30.0; while (engine.running) { execLoadRootNode(); @@ -432,8 +432,8 @@ void Box_execEngine() { } //render the world - SDL_SetRenderDrawColor(engine.renderer, 128, 128, 128, 255); //NOTE: This line can be disabled later - SDL_RenderClear(engine.renderer); //NOTE: This line can be disabled later + //SDL_SetRenderDrawColor(engine.renderer, 128, 128, 128, 255); //NOTE: This line can be disabled later + //SDL_RenderClear(engine.renderer); //NOTE: This line can be disabled later Box_callRecursiveEngineNode(engine.rootNode, &engine.interpreter, "onDraw", NULL);