Slow Fire: Reverting the shot holdoff time until we think of a way to make Rapid Fire more fun (#7)
The [Rapid Fire](#6) change *significantly altered how we played the game, and it was not as fun. We're reverting this change until we have better ideas. Co-authored-by: Joe Kearney <joe@clubk.club> Reviewed-on: #7
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1 changed files with 7 additions and 3 deletions
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@ -23,7 +23,7 @@
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#include "SystemK.h"
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#include <stdlib.h>
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#define LOG_INTERACTING_SUBSTATE
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//#define LOG_INTERACTING_SUBSTATE
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static void Playing__Interacting_Entry(StateMachineContext_T * context);
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static void Playing__Interacting_Do(StateMachineContext_T * context);
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@ -39,7 +39,7 @@ const StateActivity_T STATE_PLAYING__INTERACTING_Activities =
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};
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static TickType_t Time_Of_Last_Shot = 0;
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static const uint32_t DUBUQUE_PROTOCOL_HOLDOFF_in_ms = 100;
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//static const uint32_t DUBUQUE_PROTOCOL_HOLDOFF_in_ms = 100;
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static const uint32_t FIXED_SHOT_HOLDOFF_in_ms = 3000;
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static const uint32_t RANDOM_SHOT_HOLDOFF_in_ms = 1000;
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static TickType_t Shot_Holdoff_Time;
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@ -219,7 +219,11 @@ static void Playing__Interacting_Do(StateMachineContext_T * context)
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uint32_t holdoff_in_ms = 0;
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if (Protocol_Of_Last_Sent_Tag == DUBUQUE_PROTOCOL)
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{
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holdoff_in_ms = DUBUQUE_PROTOCOL_HOLDOFF_in_ms;
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//holdoff_in_ms = DUBUQUE_PROTOCOL_HOLDOFF_in_ms;
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// The short holdoff *significantly* changed game play.
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// We're returning it to what it was in the Good Ol' Days until we think of a way to make Rapid Fire fun.
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holdoff_in_ms = FIXED_SHOT_HOLDOFF_in_ms;
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}
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else
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{
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