warning for lag

This commit is contained in:
PossiblyAxolotl 2022-07-10 01:45:39 -06:00
parent cda62e0efd
commit 4b68a6ff67
4 changed files with 18 additions and 18 deletions

View file

@ -48,6 +48,7 @@ local imgExitMen = gfx.image.new("gfx/leave")
local imgSaw = gfx.imagetable.new("gfx/sawblades") local imgSaw = gfx.imagetable.new("gfx/sawblades")
local imgTarget = gfx.image.new("gfx/target") local imgTarget = gfx.image.new("gfx/target")
local imgGrid = gfx.image.new("gfx/grid") local imgGrid = gfx.image.new("gfx/grid")
local imgWarn = gfx.image.new("gfx/warningsign")
assert(imgFloppy) assert(imgFloppy)
assert(imgAdd) assert(imgAdd)
assert(imgMus) assert(imgMus)
@ -62,6 +63,7 @@ assert(imgPlayerExit)
assert(imgSaw) assert(imgSaw)
assert(imgTarget) assert(imgTarget)
assert(imgGrid) assert(imgGrid)
assert(imgWarn)
local animFloppy = gfx.animation.loop.new(100, imgFloppy) local animFloppy = gfx.animation.loop.new(100, imgFloppy)
@ -485,6 +487,8 @@ function editUpdate()
gfx.drawText("MOVERS",0,0) gfx.drawText("MOVERS",0,0)
elseif math.floor( tileIndex ) == 3 then elseif math.floor( tileIndex ) == 3 then
gfx.drawText("SPINNERS",0,0) gfx.drawText("SPINNERS",0,0)
imgWarn:draw(0,18)
gfx.drawText("VERY LAGGY",18,18)
elseif math.floor( tileIndex ) == 4 then elseif math.floor( tileIndex ) == 4 then
gfx.drawText("PLAYER",0,0) gfx.drawText("PLAYER",0,0)
elseif math.floor( tileIndex ) == 5 then elseif math.floor( tileIndex ) == 5 then

View file

@ -30,7 +30,6 @@ next = nil
local gfx <const> = playdate.graphics local gfx <const> = playdate.graphics
local disp <const> = playdate.display local disp <const> = playdate.display
local font <const> = gfx.font.new("gfx/big") local font <const> = gfx.font.new("gfx/big")
small = gfx.font.new("gfx/font(1)")
gfx.setFont(font) gfx.setFont(font)
gfx.setBackgroundColor(gfx.kColorBlack) gfx.setBackgroundColor(gfx.kColorBlack)
@ -138,9 +137,3 @@ function playdate.gameWillTerminate()
playdate.datastore.write({savedLevel=map,savedDeaths=deaths},"savegame") playdate.datastore.write({savedLevel=map,savedDeaths=deaths},"savegame")
end end
end end
function playdate.debugDraw()
gfx.setDrawOffset(0,0)
playdate.drawFPS(0,228)
small:drawText(math.floor( playdate.getCrankPosition() ), 0, 218)
end

View file

@ -56,10 +56,12 @@ function loadSpins(_spins)
s.middle:add() s.middle:add()
local sb = {speed=s.speed,arms={},mid=s.middle,time=0} local sb = {speed=s.speed,arms={},mid=s.middle,time=0}
--local sb = {speed=s.speed,arms=s.arms,armlen=s.armlen,saws = {},arcs = {},time=0} --[[local sb = {speed=s.speed,layers={},time=0}
--[[for len = 1, s.armlen, 1 do for len = 1, s.armlen, 1 do
local arc = playdate.geometry.arc.new(s.x,s.y, 20 * len, -720, 720) local arc = playdate.geometry.arc.new(s.x,s.y, 20 * len, -720, 720)
sb.layers[#sb.layers+1] = {curve=arc,saws={}}
for arm = 1, s.arms, 1 do for arm = 1, s.arms, 1 do
local saw = gfx.sprite.new(loopSaws:image()) local saw = gfx.sprite.new(loopSaws:image())
@ -68,12 +70,13 @@ function loadSpins(_spins)
saw:moveTo(sawPos.x,sawPos.y) saw:moveTo(sawPos.x,sawPos.y)
saw:add() saw:add()
sb.saws[#sb.saws+1] = saw sb.layers[#sb.layers].saws[#sb.layers[#sb.layers].saws+1] = saw
end end
end
sb.arcs[#sb.arcs+1] = arc spinblades[#spinblades+1] = sb]]
end]]
for i = 1, s.arms, 1 do for i = 1, s.arms, 1 do
sb.arms[i] = {} sb.arms[i] = {}
for p = 1, s.armlen, 1 do for p = 1, s.armlen, 1 do
@ -146,14 +149,14 @@ function updateSaws()
s.time += s.speed s.time += s.speed
print(s.time) print(s.time)
for len = 1, s.armlen, 1 do for len = 1, #s.layers, 1 do
local arc = s.arcs[len] local arc = s.layers[len].curve
for arm = 1, s.arms, 1 do for arm = 1, #s.layers[len].saws, 1 do
local sawPos = arc:pointOnArc(arc:length() / 4 / s.arms * arm + (s.time * len)) local sawPos = arc:pointOnArc(arc:length() / 4 / #s.layers[len].saws * arm + (s.time * len))
if s.time > 125 * s.arms or s.time < -125 * s.arms then s.time = 0 end if s.time > 125 * #s.layers[len].saws or s.time < -125 * #s.layers[len].saws then s.time = 0 end
s.saws[arm+((len)*(arm-1))]:moveTo(sawPos.x,sawPos.y) s.layers[len].saws[arm]:moveTo(sawPos.x,sawPos.y)
end end
end end
end]] end]]

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