Fix desync between fade out/in and level loading when game is lagging.
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parent
78ce020fcb
commit
eeb95785c7
4 changed files with 33 additions and 18 deletions
1
Makefile
1
Makefile
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@ -9,6 +9,7 @@ modules = \
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modules/game/actors.scm \
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modules/game/effects.scm \
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modules/game/level.scm \
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modules/game/scripts.scm \
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modules/game/tileset.scm \
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modules/game/time.scm \
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modules/game/animation.scm \
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15
game.scm
15
game.scm
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@ -231,8 +231,9 @@
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(run-script
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(lambda ()
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(set! *state* 'interstitial)
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(show-effect! (make-fade-out+in-effect 1.0))
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(wait 30) ; ~half the effect time
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(yield
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(lambda (k)
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(show-effect! (make-fade-out+in-effect 1.0 k))))
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(load-level! idx))))
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(begin
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(run-script
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@ -240,8 +241,9 @@
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(set! *level-idx* 0)
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(save-game!)
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(set! *state* 'interstitial)
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(show-effect! (make-fade-out+in-effect 2.0))
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(wait 60)
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(yield
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(lambda (k)
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(show-effect! (make-fade-out+in-effect 2.0 k))))
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(load-credits!)))))))
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;; Auto-save/load to local storage.
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@ -270,8 +272,9 @@
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(set! *level-idx* 0)
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(save-game!)
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(set! *state* 'interstitial)
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(show-effect! (make-fade-out+in-effect 2.0))
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(wait 60)
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(yield
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(lambda (k)
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(show-effect! (make-fade-out+in-effect 2.0 k))))
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(load-level! 0))))
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;; Update loop
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@ -1,5 +1,6 @@
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(define-module (game effects)
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#:use-module (dom canvas)
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#:use-module (game scripts)
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#:use-module (game time)
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#:use-module (ice-9 match)
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#:use-module (math)
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@ -57,11 +58,21 @@
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(define game-width 320.0)
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(define game-height 240.0)
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(define (make-fade-out+in-effect duration)
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;; on-transition is a last-minute hack to make it possible to sync the
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;; loading of the next level with the moment when the screen is
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;; completely black.
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(define (make-fade-out+in-effect duration on-transition)
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(define transitioned? #f)
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(define (maybe-transition)
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(unless transitioned?
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(set! transitioned? #t)
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(on-transition)))
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(define (draw context t)
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(if (< t 0.5)
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(set-global-alpha! context (* t 2.0))
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(set-global-alpha! context (- 1.0 (* (- t 0.5) 2.0))))
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(begin
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(maybe-transition)
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(set-global-alpha! context (- 1.0 (* (- t 0.5) 2.0)))))
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(set-fill-color! context "#000000")
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(fill-rect context 0.0 0.0 game-width game-height)
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(set-global-alpha! context 1.0))
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@ -7,6 +7,7 @@
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script?
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run-script
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script-cancel!
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yield
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wait
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forever
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tween)
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@ -102,9 +103,8 @@
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(current-scheduler scheduler))
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(thunk)))
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handler)))
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(define (handler k delay)
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(when delay
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(scheduler-add! scheduler (lambda () (run k)) delay)))
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(define (handler k proc)
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(proc (lambda () (run k))))
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(when (script-pending? script)
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(let ((parent (current-script)))
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(when parent
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@ -112,20 +112,20 @@
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(run
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(lambda ()
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(set-script-state! script 'running)
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((script-cont script))
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;; Nasty hack: For some reason, falling through the prompt
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;; thunk messes up the Scheme stack, resulting in an invalid
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;; ref.cast somewhere. So, we *never* fall through. Instead,
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;; we create a continuation that gets thrown away.
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(abort-to-prompt %script-tag #f)))))
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((script-cont script))))))
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(define (run-script thunk)
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(let ((script (make-script thunk)))
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(script-run! script)
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script))
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(define (yield proc)
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(abort-to-prompt %script-tag proc))
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(define (wait delay)
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(abort-to-prompt %script-tag delay))
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(yield
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(lambda (thunk)
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(scheduler-add! (current-scheduler) thunk delay))))
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(define-syntax-rule (forever body ...)
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(let loop ()
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