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ssshmup's Introduction

super small shoot 'em up

assets are from https://github.com/randomerz/small_shmup

made with ggez and specs

Prebuilt binaries for Windows and Linux can be found in the releases tab

controls:

WASD or Arrow keys to move

Space to shoot

LControl to activate deflector for .1 seconds, deflected bullets heal player if they hit an enemy. There is a two second cooldown

ssshmup's People

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imor vitali2y

ssshmup's Issues

Frame rate independence is kind of meh

Right now all there is to enforce time rate independence is

let time_diff = time_since_start - last_update;
if time_diff < std::time::Duration::from_millis(15) {
   return Ok(());
}

in the update method.

This leads to some possibly noticeable jittering from my testing at limiting it to 30 fps on my 60fps display.

Another problem is that the game will be too slow if the fps is less than 60.

Ideally, everything is done with some Delta resource but I tried implementing it that way and everything got worse. A lot of timers are based off of number of frames passed which is somewhat problematic.

I read some article on frame rate independence a while ago with ggez but I can't find it

Edit:

List of timing based thing to fix:

  • Player movement
  • General velocity integration
  • Player reload timer
  • Enemies reload timer
  • Wave respawn timer
  • Player deflector timer

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