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* Puzzle mode (#1135) * Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> * Performance optimizations (#1154) * 1.3.1 preparations * Minor fixes, update translations * Fix achievements not working * Lots of belt optimizations, ~15% performance boost * Puzzle mode, part 1 * Puzzle mode, part 2 * Fix missing import * Puzzle mode, part 3 * Fix typo * Puzzle mode, part 4 * Puzzle Mode fixes: Correct zone restrictions and more (#1155) * Hide Puzzle Editor Controls in regular game mode, fix typo * Disallow shrinking zone if there are buildings * Fix multi-tile buildings for shrinking * Puzzle mode, Refactor hud * Puzzle mode * Fixed typo in latest puzzle commit (#1156) * Allow completing puzzles * Puzzle mode, almost done * Bump version to 1.4.0 * Fixes * [puzzle] Prevent pipette cheats (miners, emitters) (#1158) * Puzzle mode, almost done * Allow clearing belts with 'B' * Multiple users for the puzzle dlc * Bump api key * Minor adjustments * Update * Minor fixes * Fix throughput * Fix belts * Minor puzzle adjustments * New difficulty * Minor puzzle improvements * Fix belt path * Update translations * Added a button to return to the menu after a puzzle is completed (#1170) * added another button to return to the menu * improved menu return * fixed continue button to not go back to menu * [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164) * initial test * tried to get it to work * added icon * added test exclusion * reverted css * completed flow for building locking * added lock option * finalized look and changed locked building to same sprite * removed unused art * added clearing every goal acceptor on lock to prevent creating impossible puzzles * heavily improved validation and prevented autocompletion * validation only checks every 100 ticks to improve performance * validation only checks every 100 ticks to improve performance * removed clearing goal acceptors as it isn't needed because of validation * Add soundtrack, puzzle dlc fixes Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> Co-authored-by: dengr1065 <dengr1065@gmail.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
130 lines
3.9 KiB
JavaScript
130 lines
3.9 KiB
JavaScript
import { GameRoot } from "./root";
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import { createLogger } from "../core/logging";
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import { globalConfig } from "../core/config";
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const logger = createLogger("dynamic_tickrate");
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const fpsAccumulationTime = 1000;
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export class DynamicTickrate {
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/**
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*
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* @param {GameRoot} root
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*/
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constructor(root) {
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this.root = root;
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this.currentTickStart = null;
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this.capturedTicks = [];
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this.averageTickDuration = 0;
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this.accumulatedFps = 0;
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this.accumulatedFpsLastUpdate = 0;
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this.averageFps = 60;
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const fixedRate = this.root.gameMode.getFixedTickrate();
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if (fixedRate) {
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logger.log("Setting fixed tickrate of", fixedRate);
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this.setTickRate(fixedRate);
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} else {
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this.setTickRate(this.root.app.settings.getDesiredFps());
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if (G_IS_DEV && globalConfig.debug.renderForTrailer) {
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this.setTickRate(300);
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}
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}
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}
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onFrameRendered() {
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++this.accumulatedFps;
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const now = performance.now();
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const timeDuration = now - this.accumulatedFpsLastUpdate;
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if (timeDuration > fpsAccumulationTime) {
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const avgFps = (this.accumulatedFps / fpsAccumulationTime) * 1000;
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this.averageFps = avgFps;
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this.accumulatedFps = 0;
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this.accumulatedFpsLastUpdate = now;
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}
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}
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/**
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* Sets the tick rate to N updates per second
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* @param {number} rate
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*/
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setTickRate(rate) {
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logger.log("Applying tick-rate of", rate);
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this.currentTickRate = rate;
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this.deltaMs = 1000.0 / this.currentTickRate;
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this.deltaSeconds = 1.0 / this.currentTickRate;
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}
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/**
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* Increases the tick rate marginally
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*/
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increaseTickRate() {
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if (G_IS_DEV && globalConfig.debug.renderForTrailer) {
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return;
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}
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const desiredFps = this.root.app.settings.getDesiredFps();
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this.setTickRate(Math.round(Math.min(desiredFps, this.currentTickRate * 1.2)));
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}
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/**
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* Decreases the tick rate marginally
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*/
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decreaseTickRate() {
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if (G_IS_DEV && globalConfig.debug.renderForTrailer) {
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return;
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}
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const desiredFps = this.root.app.settings.getDesiredFps();
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this.setTickRate(Math.round(Math.max(desiredFps / 2, this.currentTickRate * 0.8)));
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}
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/**
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* Call whenever a tick began
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*/
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beginTick() {
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assert(this.currentTickStart === null, "BeginTick called twice");
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this.currentTickStart = performance.now();
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if (this.capturedTicks.length > this.currentTickRate * 2) {
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// Take only a portion of the ticks
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this.capturedTicks.sort();
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this.capturedTicks.splice(0, 10);
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this.capturedTicks.splice(this.capturedTicks.length - 11, 10);
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let average = 0;
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for (let i = 0; i < this.capturedTicks.length; ++i) {
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average += this.capturedTicks[i];
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}
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average /= this.capturedTicks.length;
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this.averageTickDuration = average;
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// Disabled for now: Dynamically adjusting tick rate
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// if (this.averageFps > desiredFps * 0.9) {
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// // if (average < maxTickDuration) {
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// this.increaseTickRate();
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// } else if (this.averageFps < desiredFps * 0.7) {
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// this.decreaseTickRate();
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// }
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this.capturedTicks = [];
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}
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}
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/**
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* Call whenever a tick ended
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*/
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endTick() {
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assert(this.currentTickStart !== null, "EndTick called without BeginTick");
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const duration = performance.now() - this.currentTickStart;
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this.capturedTicks.push(duration);
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this.currentTickStart = null;
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}
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}
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