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Merge branch 'lemz1/fps-setting' into rewrite/master

This commit is contained in:
Cameron Taylor 2024-09-19 23:56:04 -04:00
commit 4af4c2defc
4 changed files with 42 additions and 8 deletions

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@ -2,6 +2,7 @@ package;
import flixel.FlxGame;
import flixel.FlxState;
import funkin.Preferences;
import funkin.util.logging.CrashHandler;
import funkin.ui.debug.MemoryCounter;
import funkin.save.Save;
@ -22,12 +23,6 @@ class Main extends Sprite
var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
var initialState:Class<FlxState> = funkin.InitState; // The FlxState the game starts with.
var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions.
#if (web || CHEEMS)
var framerate:Int = 60; // How many frames per second the game should run at.
#else
// TODO: This should probably be in the options menu?
var framerate:Int = 144; // How many frames per second the game should run at.
#end
var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode.
var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets
@ -109,7 +104,7 @@ class Main extends Sprite
// George recommends binding the save before FlxGame is created.
Save.load();
var game:FlxGame = new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen);
var game:FlxGame = new FlxGame(gameWidth, gameHeight, initialState, Preferences.framerate, Preferences.framerate, skipSplash, startFullscreen);
// FlxG.game._customSoundTray wants just the class, it calls new from
// create() in there, which gets called when it's added to stage

View file

@ -7,6 +7,35 @@ import funkin.save.Save;
*/
class Preferences
{
/**
* FPS
* @default `60`
*/
public static var framerate(get, set):Int;
static function get_framerate():Int
{
#if web
return 60;
#else
return Save?.instance?.options?.framerate ?? 60;
#end
}
static function set_framerate(value:Int):Int
{
#if web
return 60;
#else
var save:Save = Save.instance;
save.options.framerate = value;
save.flush();
FlxG.updateFramerate = value;
FlxG.drawFramerate = value;
return value;
#end
}
/**
* Whether some particularly fowl language is displayed.
* @default `true`

View file

@ -91,6 +91,7 @@ class Save
options:
{
// Reasonable defaults.
framerate: 60,
naughtyness: true,
downscroll: false,
flashingLights: true,
@ -1141,6 +1142,12 @@ typedef SaveScoreTallyData =
*/
typedef SaveDataOptions =
{
/**
* FPS
* @default `60`
*/
var framerate:Int;
/**
* Whether some particularly fowl language is displayed.
* @default `true`

View file

@ -77,6 +77,10 @@ class PreferencesMenu extends Page
createPrefItemCheckbox('Unlocked Framerate', 'Enable to unlock the framerate', function(value:Bool):Void {
Preferences.unlockedFramerate = value;
}, Preferences.unlockedFramerate);
#else
createPrefItemNumber('FPS', 'The maximum framerate that the game targets', function(value:Float) {
Preferences.framerate = Std.int(value);
}, null, Preferences.framerate, 30, 300, 5, 0);
#end
}
@ -87,7 +91,6 @@ class PreferencesMenu extends Page
// Indent the selected item.
items.forEach(function(daItem:TextMenuItem) {
var thyOffset:Int = 0;
// Initializing thy text width (if thou text present)
var thyTextWidth:Int = 0;
if (Std.isOfType(daItem, EnumPreferenceItem)) thyTextWidth = cast(daItem, EnumPreferenceItem).lefthandText.getWidth();