Watch's refresh can't handle Fast difficulty

This commit is contained in:
David Volovskiy
2025-12-21 11:28:40 -05:00
parent 2935f0b604
commit 4ef85c6f2c
2 changed files with 1 additions and 8 deletions

View File

@ -48,7 +48,6 @@ typedef enum {
DIFF_EASY, // FREQ_EASY FPS
DIFF_NORM, // FREQ_NORM FPS
DIFF_HARD, // FREQ_NORM FPS, smaller travel-distance for ball
DIFF_FAST, // FREQ_FAST FPS
DIFF_COUNT
} PingDifficulty;
@ -61,7 +60,6 @@ typedef enum {
#define FREQ_BABY 2
#define FREQ_EASY 4
#define FREQ_NORM 8
#define FREQ_FAST 16
#define BALL_POS_MAX 11
#define BALL_OFF_SCREEN 100
@ -332,8 +330,7 @@ static void display_difficulty(uint16_t difficulty) {
[DIFF_BABY] = " b",
[DIFF_EASY] = " E",
[DIFF_NORM] = " N",
[DIFF_HARD] = " H",
[DIFF_FAST] = " F"
[DIFF_HARD] = " H"
};
watch_display_text(WATCH_POSITION_TOP_RIGHT, labels[difficulty]);
}
@ -420,9 +417,6 @@ static void begin_playing(ping_state_t *state) {
case DIFF_EASY:
game_state.curr_freq = FREQ_EASY;
break;
case DIFF_FAST:
game_state.curr_freq = FREQ_FAST;
break;
case DIFF_NORM:
case DIFF_HARD:
default:

View File

@ -41,7 +41,6 @@
Easy: 4 FPS
Normal: 8 FPS
Hard: 8 FPS and the ball travels half the half the board.
Fast: 16 FPS
*/