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VVVVVV/desktop_version/src/Logic.cpp

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#include "Logic.h"
#include "Script.h"
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#include "Network.h"
void titlelogic()
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{
//Misc
//map.updatetowerglow();
help.updateglow();
map.bypos -= 2;
map.bscroll = -2;
if (game.menucountdown > 0)
{
game.menucountdown--;
if (game.menucountdown == 0)
{
if (game.menudest == Menu::mainmenu)
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{
music.play(6);
}
else if (game.menudest == Menu::gameover2)
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{
music.playef(11);
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}
else if (game.menudest == Menu::timetrialcomplete3)
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{
music.playef(3);
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}
game.createmenu(game.menudest, true);
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}
}
}
void maplogic()
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{
//Misc
help.updateglow();
}
void gamecompletelogic()
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{
//Misc
map.updatetowerglow();
help.updateglow();
graphics.crewframe = 0;
Don't re-draw credits scroll background every frame While I was working on my over-30-FPS patch, I found out that the tower background in the credits scroll was being completely re-drawn every single frame, which was a bit wasteful and expensive. It's also harder to interpolate for my over-30-FPS patch. I'm guessing this constant re-draw was done because the math to get the surface scroll properly working is a bit subtle, but I've figured the precise math out! The first changes of this patch is just removing the unconditional `map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to get the credits scrolling in the right direction but make sure the title screen doesn't start scrolling like a descending tower, too. After that, the first problem is that it looks like the ACTION press to speed up the credits scrolling doesn't speed up the background, too. No problem, just shove a `!game.press_action` check in `gamecompletelogic()`. However, this introduces a mini-problem, which is that NOW when you hold down ACTION, the background appears to be slowly getting out of sync with the credits text by a one-pixel-per-second difference. This is actually due to the fact that, as a result of me adding the conditional, `map.bscroll` is no longer always unconditionally getting set to 1, while `game.creditposition` IS always unconditionally getting decremented by 1. And when you hold down ACTION, `game.creditposition` gets decremented by 6. Thus, I need to set `map.bscroll` when holding down ACTION to be 7, which is 6 plus 1. Then we have another problem, which is that the incoming textures desync when you press ACTION, and when you release ACTION. They desync by precisely 6 pixels, which should be a familiar number. I (eventually) tracked this down to `map.bypos` being updated at the same time `map.bscroll` is, even though `map.bypos` should be updated a frame later AFTER updating `map.bscroll`. So I had to change the `map.bypos` update in `gamecompleteinput()` and `gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place it before any `map.bscroll` update, thus ensuring that `map.bscroll` updates exactly one frame before `map.ypos` does. I had to move the `map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because `gamecompleteinput()` comes first before `gamecompletelogic()` in the `main.cpp` game loop, otherwise the `map.bypos` update won't be delayed by one frame for when you press ACTION to make it go faster, and thus cause a desync when you press ACTION. Oh and then after that, I had to make the descending tower background draw a THIRD row of incoming tiles, otherwise you could see some black flickering at the bottom of the screen when you held down ACTION. All of this took me way too long to figure out, but now the credits scroll works perfectly while being more optimized.
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map.scrolldir = 1;
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game.creditposition--;
if (game.creditposition <= -game.creditmaxposition)
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{
game.creditposition = -game.creditmaxposition;
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map.bscroll = 0;
}
Don't re-draw credits scroll background every frame While I was working on my over-30-FPS patch, I found out that the tower background in the credits scroll was being completely re-drawn every single frame, which was a bit wasteful and expensive. It's also harder to interpolate for my over-30-FPS patch. I'm guessing this constant re-draw was done because the math to get the surface scroll properly working is a bit subtle, but I've figured the precise math out! The first changes of this patch is just removing the unconditional `map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to get the credits scrolling in the right direction but make sure the title screen doesn't start scrolling like a descending tower, too. After that, the first problem is that it looks like the ACTION press to speed up the credits scrolling doesn't speed up the background, too. No problem, just shove a `!game.press_action` check in `gamecompletelogic()`. However, this introduces a mini-problem, which is that NOW when you hold down ACTION, the background appears to be slowly getting out of sync with the credits text by a one-pixel-per-second difference. This is actually due to the fact that, as a result of me adding the conditional, `map.bscroll` is no longer always unconditionally getting set to 1, while `game.creditposition` IS always unconditionally getting decremented by 1. And when you hold down ACTION, `game.creditposition` gets decremented by 6. Thus, I need to set `map.bscroll` when holding down ACTION to be 7, which is 6 plus 1. Then we have another problem, which is that the incoming textures desync when you press ACTION, and when you release ACTION. They desync by precisely 6 pixels, which should be a familiar number. I (eventually) tracked this down to `map.bypos` being updated at the same time `map.bscroll` is, even though `map.bypos` should be updated a frame later AFTER updating `map.bscroll`. So I had to change the `map.bypos` update in `gamecompleteinput()` and `gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place it before any `map.bscroll` update, thus ensuring that `map.bscroll` updates exactly one frame before `map.ypos` does. I had to move the `map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because `gamecompleteinput()` comes first before `gamecompletelogic()` in the `main.cpp` game loop, otherwise the `map.bypos` update won't be delayed by one frame for when you press ACTION to make it go faster, and thus cause a desync when you press ACTION. Oh and then after that, I had to make the descending tower background draw a THIRD row of incoming tiles, otherwise you could see some black flickering at the bottom of the screen when you held down ACTION. All of this took me way too long to figure out, but now the credits scroll works perfectly while being more optimized.
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else if (!game.press_action)
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{
map.bscroll = +1;
}
if (graphics.fademode == 1)
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{
//Fix some graphical things
graphics.showcutscenebars = false;
graphics.cutscenebarspos = 0;
Don't re-draw credits scroll background every frame While I was working on my over-30-FPS patch, I found out that the tower background in the credits scroll was being completely re-drawn every single frame, which was a bit wasteful and expensive. It's also harder to interpolate for my over-30-FPS patch. I'm guessing this constant re-draw was done because the math to get the surface scroll properly working is a bit subtle, but I've figured the precise math out! The first changes of this patch is just removing the unconditional `map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to get the credits scrolling in the right direction but make sure the title screen doesn't start scrolling like a descending tower, too. After that, the first problem is that it looks like the ACTION press to speed up the credits scrolling doesn't speed up the background, too. No problem, just shove a `!game.press_action` check in `gamecompletelogic()`. However, this introduces a mini-problem, which is that NOW when you hold down ACTION, the background appears to be slowly getting out of sync with the credits text by a one-pixel-per-second difference. This is actually due to the fact that, as a result of me adding the conditional, `map.bscroll` is no longer always unconditionally getting set to 1, while `game.creditposition` IS always unconditionally getting decremented by 1. And when you hold down ACTION, `game.creditposition` gets decremented by 6. Thus, I need to set `map.bscroll` when holding down ACTION to be 7, which is 6 plus 1. Then we have another problem, which is that the incoming textures desync when you press ACTION, and when you release ACTION. They desync by precisely 6 pixels, which should be a familiar number. I (eventually) tracked this down to `map.bypos` being updated at the same time `map.bscroll` is, even though `map.bypos` should be updated a frame later AFTER updating `map.bscroll`. So I had to change the `map.bypos` update in `gamecompleteinput()` and `gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place it before any `map.bscroll` update, thus ensuring that `map.bscroll` updates exactly one frame before `map.ypos` does. I had to move the `map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because `gamecompleteinput()` comes first before `gamecompletelogic()` in the `main.cpp` game loop, otherwise the `map.bypos` update won't be delayed by one frame for when you press ACTION to make it go faster, and thus cause a desync when you press ACTION. Oh and then after that, I had to make the descending tower background draw a THIRD row of incoming tiles, otherwise you could see some black flickering at the bottom of the screen when you held down ACTION. All of this took me way too long to figure out, but now the credits scroll works perfectly while being more optimized.
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map.scrolldir = 0;
map.bypos = 0;
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//Return to game
game.gamestate = GAMECOMPLETE2;
graphics.fademode = 4;
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}
}
void gamecompletelogic2()
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{
//Misc
map.updatetowerglow();
help.updateglow();
game.creditposdelay--;
if (game.creditposdelay <= 0)
{
game.creditposdelay = 1;
game.creditposx++;
if (game.creditposx > 40)
{
game.creditposy++;
game.creditposx = 0;
if (game.creditposy > 30) game.creditposy = 30;
}
}
if (graphics.fademode == 1)
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{
//Fix some graphical things
graphics.showcutscenebars = false;
graphics.cutscenebarspos = 0;
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//Fix the save thingy
game.deletequick();
int tmp=music.currentsong;
music.currentsong=4;
obj.flags[67] = true;
game.savetele();
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music.currentsong=tmp;
//Return to game
map.colstate = 10;
game.gamestate = TITLEMODE;
graphics.fademode = 4;
music.playef(18);
game.returntomenu(Menu::play);
game.createmenu(Menu::gamecompletecontinue);
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map.nexttowercolour();
}
}
void gamelogic()
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{
//Misc
if (map.towermode)
{
map.updatetowerglow();
}
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help.updateglow();
if (game.alarmon)
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{
game.alarmdelay--;
if (game.alarmdelay <= 0)
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{
music.playef(19);
game.alarmdelay = 20;
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}
}
if (obj.nearelephant)
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{
obj.upset++;
if (obj.upset == 300)
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{
obj.upsetmode = true;
//change player to sad
int i = obj.getplayer();
obj.entities[i].tile = 144;
music.playef(2);
}
if (obj.upset > 301) obj.upset = 301;
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}
else if (obj.upsetmode)
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{
obj.upset--;
if (obj.upset <= 0)
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{
obj.upset = 0;
obj.upsetmode = false;
//change player to happy
int i = obj.getplayer();
obj.entities[i].tile = 0;
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}
}
else
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{
obj.upset = 0;
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}
if (map.towermode)
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{
if(!game.completestop)
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{
if (map.cameramode == 0)
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{
//do nothing!
//a trigger will set this off in the game
map.cameramode = 1;
map.bscroll = 0;
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}
else if (map.cameramode == 1)
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{
//move normally
if(map.scrolldir==0)
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{
map.ypos -= 2;
map.bypos -= 1;
map.bscroll = -1;
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}
else
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{
map.ypos += 2;
map.bypos += 1;
map.bscroll = 1;
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}
}
else if (map.cameramode == 2)
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{
//do nothing, but cycle colours (for taking damage)
map.bscroll = 0;
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}
else if (map.cameramode == 4)
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{
int i = obj.getplayer();
map.cameraseek = map.ypos - (obj.entities[i].yp - 120);
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map.cameraseek = map.cameraseek / 10;
map.cameraseekframe = 10;
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map.cameramode = 5;
map.bscroll = map.cameraseek/2;
}
else if (map.cameramode == 5)
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{
//actually do it
if (map.spikeleveltop > 0) map.spikeleveltop-=2;
if (map.spikelevelbottom > 0) map.spikelevelbottom-=2;
if (map.cameraseekframe > 0)
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{
int i = obj.getplayer();
map.ypos -= map.cameraseek;
if (map.cameraseek > 0)
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{
if (map.ypos < obj.entities[i].yp - 120)
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{
map.ypos = obj.entities[i].yp - 120;
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}
}
else
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{
if (map.ypos > obj.entities[i].yp - 120)
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{
map.ypos = obj.entities[i].yp - 120;
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}
}
map.cameraseekframe--;
map.bypos = map.ypos / 2;
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}
else
{
int i = obj.getplayer();
map.ypos = obj.entities[i].yp - 120;
map.bypos = map.ypos / 2;
map.cameramode = 0;
map.colsuperstate = 0;
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}
}
}
else
{
map.bscroll = 0;
}
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if (map.ypos <= 0)
{
map.ypos = 0;
map.bypos = 0;
map.bscroll = 0;
}
if (map.towermode && map.minitowermode)
{
if (map.ypos >= 568)
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{
map.ypos = 568;
map.bypos = map.ypos / 2;
map.bscroll = 0;
} //100-29 * 8 = 568
}
else
{
if (map.ypos >= 5368)
{
map.ypos = 5368; //700-29 * 8 = 5368
map.bypos = map.ypos / 2.0;
}
}
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if (game.lifeseq > 0)
{
if (map.cameramode == 2)
{
map.cameraseekframe = 20;
map.cameramode = 4;
map.resumedelay = 4;
}
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if (map.cameraseekframe <= 0)
{
if (map.resumedelay <= 0)
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{
game.lifesequence();
if (game.lifeseq == 0) map.cameramode = 1;
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}
else
{
map.resumedelay--;
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}
}
}
}
else
{
game.lifesequence();
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}
if (game.deathseq != -1)
{
if (map.towermode)
{
map.colsuperstate = 1;
map.cameramode = 2;
}
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if (game.roomx == 111 && game.roomy == 107 && !map.custommode)
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{
if (obj.entities[i].type == 1)
{
if (obj.entities[i].xp < 152)
{
obj.entities[i].xp = 152;
obj.entities[i].newxp = 152;
}
}
}
if (obj.entities[i].type == 2 && obj.entities[i].state == 3)
{
//Ok! super magical exception for the room with the intention death for the shiny trinket
//fix this when the maps are finalised
Fix Prize for the Reckless quicksand fix kludge If you died in Prize for the Reckless, which is at (11,7), and respawned in the same room, tile 59 (a solid invisible tile) would be placed at [18,9] to prevent the moving platform from going back through the quicksand. Unfortunately, the way that this kludge was added is poor. First, the conditional makes it so that it doesn't happen in ONLY (11,7). Instead of being behind a positive conditional, the tile is placed in the else-branch of an if-conditional that checks for the normal case, i.e. if the current room is NOT (11,7), thus being a negative conditional. In other words, the positive conditional is "game.roomx == 111 && game.roomy == 107". To negate it, all you would have to do is "!(game.roomx == 111 && game.roomy == 107)". However, whoever wrote this decided to go one step further, and actually DISTRIBUTE the negative into both statements. This would be fine, except if they actually got it right. You see, according to De Morgan's laws, when you distribute a negative across multiple statements you not only have to negate the statements themselves, but you have to negate all the CONJUNCTIONS, too. In other words, you have to change all "and"s into "or"s and all "or"s into "and"s. Instead of making the conditional "game.roomx != 111 || game.roomy != 107", the person who wrote this forgot to replace the "and" with an "or". Thus, it is "game.roomx != 111 && game.roomy != 107" instead. As a result, if we re-negate this and take a look at the positive conditional, i.e. the conditional that results in the else-branch executing, it turns out to be "game.roomx == 111 || game.roomy == 107". This ends up forming a cross-shape of rooms where this kludge happens. As long as your room is either on the line x=11 or on the line y=7, this kludge will execute. You can see this if you go to Boldly To Go, since it is (11,13), which is on the line x=11. Checkpoint in that room, then touch a disappearing platform, wait for it to fully disappear, then die. Then an invisible tile will be placed to the left of the spikes on the ceiling. Anyway, to fix this, it's simple. Just change the "and" in the negative conditional to an "or". The second problem was that this kludge was happening in custom levels. So I've added a map.custommode check to it. I made sure not to make the same mistake originally made, i.e. I made sure to use an "or" instead of an "and". Thus, when you re-negate the negative conditional and turn it into the positive conditional, it reads: "game.roomx == 111 && game.roomy == 107 && !map.custommode".
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if (game.roomx != 111 || game.roomy != 107 || map.custommode)
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{
obj.entities[i].state = 4;
}
else
{
obj.entities[i].state = 4;
map.settile(18, 9, 59);
}
}
else if (obj.entities[i].type == 2 && obj.entities[i].state == 2)
{
//ok, unfortunate case where the disappearing platform hasn't fully disappeared. Accept a little
//graphical uglyness to avoid breaking the room!
bool entitygone = false;
while (obj.entities[i].state == 2)
{
entitygone = obj.updateentities(i);
if (entitygone)
{
i--;
break;
}
}
if (!entitygone) obj.entities[i].state = 4;
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}
else if (map.finalstretch && obj.entities[i].type == 2)
{
//for the final level. probably something 99% of players won't see.
bool entitygone = false;
while (obj.entities[i].state == 2)
{
entitygone = obj.updateentities(i);
if (entitygone)
{
i--;
break;
}
}
if (!entitygone) obj.entities[i].state = 4;
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}
else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15)
{
//if playing SWN, get the enemies offscreen.
obj.entities[i].xp += obj.entities[i].vx*5;
obj.entities[i].yp += obj.entities[i].vy*5;
}
}
if (game.swnmode)
{
//if playing SWN game a, push the clock back to the nearest 10 second interval
if (game.swngame == 0)
{
game.swnpenalty();
}
else if (game.swngame == 1)
{
game.swnstate = 0;
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swndelay = 0;
if (game.swntimer >= game.swnrecord)
{
if (game.swnmessage == 0) music.playef(25);
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game.swnmessage = 1;
game.swnrecord = game.swntimer;
game.savestats();
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}
}
}
game.deathsequence();
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game.deathseq--;
if (game.deathseq <= 0)
{
if (game.nodeathmode)
{
game.deathseq = 1;
game.gethardestroom();
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//start depressing sequence here...
if (game.gameoverdelay <= -10 && graphics.fademode==0) graphics.fademode = 2;
if (graphics.fademode == 1) script.resetgametomenu();
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}
else
{
if (game.swnmode)
{
//if playing SWN game b, reset the clock
if (game.swngame == 1)
{
game.swntimer = 0;
game.swnmessage = 0;
game.swnrank = 0;
}
}
game.gethardestroom();
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game.hascontrol = true;
game.gravitycontrol = game.savegc;
graphics.textboxremove();
map.resetplayer();
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}
}
}
else
{
//Update colour thingy
if (map.finalmode)
{
if (map.final_colormode)
{
if (map.final_colorframe > 0)
{
map.final_colorframedelay--;
if (map.final_colorframedelay <= 0)
{
if (map.final_colorframe == 1)
{
map.final_colorframedelay = 40;
int temp = 1+int(fRandom() * 6);
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if (temp == map.final_mapcol) temp = (temp + 1) % 6;
if (temp == 0) temp = 6;
map.changefinalcol(temp);
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}
else if (map.final_colorframe == 2)
{
map.final_colorframedelay = 15;
int temp = 1+int(fRandom() * 6);
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if (temp == map.final_mapcol) temp = (temp + 1) % 6;
if (temp == 0) temp = 6;
map.changefinalcol(temp);
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}
}
}
}
}
//State machine for game logic
game.updatestate();
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if (game.startscript)
{
script.load(game.newscript);
game.startscript = false;
}
//Intermission 1 Logic
//Player can't walk off a screen with SCM on it until they've left
if (game.supercrewmate)
{
if (game.roomx == 41 + game.scmprogress) //he's in the same room
{
int i = obj.getplayer();
if (obj.entities[i].ax > 0 && obj.entities[i].xp > 280)
{
obj.entities[i].ax = 0;
obj.entities[i].dir = 0;
}
}
}
//SWN Minigame Logic
if (game.swnmode) //which game?
{
if(game.swngame==0) //intermission, survive 60 seconds game
{
game.swntimer -= 1;
if (game.swntimer <= 0)
{
music.niceplay(8);
game.swngame = 5;
}
else
{
obj.generateswnwave(0);
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}
}
else if(game.swngame==1) //super gravitron game
{
game.swntimer += 1;
if (game.swntimer > game.swnrecord) game.swnrecord = game.swntimer;
if (game.swntimer >= 150 && game.swnrank == 0)
{
game.swnrank = 1;
if (game.swnbestrank < 1)
{
NETWORK_unlockAchievement("vvvvvvsupgrav5");
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game.swnbestrank = 1;
game.swnmessage = 2+30;
music.playef(26);
2020-01-01 21:29:24 +01:00
}
}
else if (game.swntimer >= 300 && game.swnrank == 1)
{
game.swnrank = 2;
if (game.swnbestrank < 2)
{
NETWORK_unlockAchievement("vvvvvvsupgrav10");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 2;
game.swnmessage = 2+30;
music.playef(26);
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}
}
else if (game.swntimer >= 450 && game.swnrank == 2)
{
game.swnrank = 3;
if (game.swnbestrank < 3)
{
NETWORK_unlockAchievement("vvvvvvsupgrav15");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 3;
game.swnmessage = 2+30;
music.playef(26);
2020-01-01 21:29:24 +01:00
}
}
else if (game.swntimer >= 600 && game.swnrank == 3)
{
game.swnrank = 4;
if (game.swnbestrank < 4)
{
NETWORK_unlockAchievement("vvvvvvsupgrav20");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 4;
game.swnmessage = 2+30;
music.playef(26);
2020-01-01 21:29:24 +01:00
}
}
else if (game.swntimer >= 900 && game.swnrank == 4)
{
game.swnrank = 5;
if (game.swnbestrank < 5)
{
NETWORK_unlockAchievement("vvvvvvsupgrav30");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 5;
game.swnmessage = 2+30;
music.playef(26);
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}
}
else if (game.swntimer >= 1800 && game.swnrank == 5)
{
game.swnrank = 6;
if (game.swnbestrank < 6)
{
NETWORK_unlockAchievement("vvvvvvsupgrav60");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 6;
game.swnmessage = 2+30;
music.playef(26);
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}
}
obj.generateswnwave(1);
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game.swncoldelay--;
if(game.swncoldelay<=0)
{
game.swncolstate = (game.swncolstate+1)%6;
game.swncoldelay = 30;
graphics.rcol = game.swncolstate;
2020-01-01 21:29:24 +01:00
obj.swnenemiescol(game.swncolstate);
}
}
else if (game.swngame == 2) //introduce game a
{
game.swndelay--;
if (game.swndelay <= 0)
{
game.swngame = 0;
game.swndelay = 0;
game.swntimer = (60 * 30) - 1;
//game.swntimer = 15;
}
}
else if (game.swngame == 3) //extend line
{
obj.entities[obj.getlineat(84 - 32)].w += 24;
if (obj.entities[obj.getlineat(84 - 32)].w > 332)
{
obj.entities[obj.getlineat(84 - 32)].w = 332;
game.swngame = 2;
}
}
else if (game.swngame == 4) //create top line
{
game.swngame = 3;
obj.createentity(-8, 84 - 32, 11, 8); // (horizontal gravity line)
2020-01-01 21:29:24 +01:00
music.niceplay(2);
game.swndeaths = game.deathcounts;
}
else if (game.swngame == 5) //remove line
{
obj.entities[obj.getlineat(148 + 32)].xp += 24;
if (obj.entities[obj.getlineat(148 + 32)].xp > 320)
{
obj.removeentity(obj.getlineat(148 + 32));
2020-01-01 21:29:24 +01:00
game.swnmode = false;
game.swngame = 6;
}
}
else if (game.swngame == 6) //Init the super gravitron
{
game.swngame = 7;
music.niceplay(3);
}
else if (game.swngame == 7) //introduce game b
{
game.swndelay--;
if (game.swndelay <= 0)
{
game.swngame = 1;
game.swndelay = 0;
game.swntimer = 0;
game.swncolstate = 3;
game.swncoldelay = 30;
}
}
}
//Time trial stuff
if (game.intimetrial)
{
if (game.timetrialcountdown > 0)
{
game.timetrialparlost = false;
game.hascontrol = true;
game.timetrialcountdown--;
if (game.timetrialcountdown > 30)
{
game.hascontrol = false;
}
if(game.timetrialcountdown == 120) music.playef(21);
if(game.timetrialcountdown == 90) music.playef(21);
if(game.timetrialcountdown == 60) music.playef(21);
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if (game.timetrialcountdown == 30)
{
switch(game.timetriallevel)
{
case 0:
music.play(1);
break;
case 1:
music.play(3);
break;
case 2:
music.play(2);
break;
case 3:
music.play(1);
break;
case 4:
music.play(12);
break;
case 5:
music.play(15);
break;
}
music.playef(22);
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}
}
//Have we lost the par?
if (!game.timetrialparlost)
{
if ((game.minutes * 60) + game.seconds > game.timetrialpar)
{
game.timetrialparlost = true;
int i = obj.getplayer();
if (i > -1)
{
obj.entities[i].tile = 144;
}
music.playef(2);
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}
}
}
//Update entities
//Ok, moving platform fuckers
if(!game.completestop)
{
if(obj.vertplatforms)
{
for (int i = obj.entities.size() - 1; i >= 0; i--)
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{
if (obj.entities[i].isplatform)
{
if(abs(obj.entities[i].vx) < 0.000001f)
{
obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
bool entitygone = obj.updateentities(i); // Behavioral logic
if (entitygone) continue;
obj.updateentitylogic(i); // Basic Physics
obj.entitymapcollision(i); // Collisions with walls
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obj.createblock(0, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
if (game.supercrewmate)
{
obj.movingplatformfix(i);
obj.scmmovingplatformfix(i);
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}
else
{
obj.movingplatformfix(i);
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}
}
}
}
}
if(obj.horplatforms)
{
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[ie].isplatform)
{
if(abs(obj.entities[ie].vy) < 0.000001f)
{
obj.removeblockat(obj.entities[ie].xp, obj.entities[ie].yp);
bool entitygone = obj.updateentities(ie); // Behavioral logic
if (entitygone) continue;
obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls
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obj.hormovingplatformfix(ie);
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}
}
}
//is the player standing on a moving platform?
int i = obj.getplayer();
float j = obj.entitycollideplatformfloor(i);
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if (j > -1000)
{
obj.entities[i].newxp = obj.entities[i].xp + j;
obj.entitymapcollision(i);
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}
else
{
j = obj.entitycollideplatformroof(i);
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if (j > -1000)
{
obj.entities[i].newxp = obj.entities[i].xp + j;
obj.entitymapcollision(i);
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}
}
}
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
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{
if (!obj.entities[ie].isplatform)
{
bool entitygone = obj.updateentities(ie); // Behavioral logic
if (entitygone) continue;
obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls
2020-01-01 21:29:24 +01:00
}
}
obj.entitycollisioncheck(); // Check ent v ent collisions, update states
if (map.towermode)
{
//special for tower: is the player touching any spike blocks?
int player = obj.getplayer();
if(obj.checktowerspikes(player) && graphics.fademode==0)
{
game.deathseq = 30;
}
}
if(map.towermode && game.lifeseq==0)
{
int player = obj.getplayer();
if(!map.invincibility)
{
if (obj.entities[player].yp-map.ypos <= 0)
{
game.deathseq = 30;
}
else if (obj.entities[player].yp-map.ypos >= 208)
{
game.deathseq = 30;
}
}
else
{
if (obj.entities[player].yp-map.ypos <= 0)
{
map.ypos-=10;
map.bypos = map.ypos / 2;
map.bscroll = 0;
}
else if (obj.entities[player].yp-map.ypos >= 208)
{
map.ypos+=2;
map.bypos = map.ypos / 2;
map.bscroll = 0;
}
}
if (obj.entities[player].yp - map.ypos <= 40)
{
map.spikeleveltop++;
if (map.spikeleveltop >= 8) map.spikeleveltop = 8;
}
else
{
if (map.spikeleveltop > 0) map.spikeleveltop--;
}
if (obj.entities[player].yp - map.ypos >= 164)
{
map.spikelevelbottom++;
if (map.spikelevelbottom >= 8) map.spikelevelbottom = 8;
}
else
{
if (map.spikelevelbottom > 0) map.spikelevelbottom--;
}
}
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}
//Using warplines?
if (obj.customwarpmode) {
//Rewritten system for mobile update: basically, the new logic is to
//check if the player is leaving the map, and if so do a special check against
//warp lines for collision
obj.customwarpmodehon = false;
obj.customwarpmodevon = false;
int i = obj.getplayer();
if ((game.door_down > -2 && obj.entities[i].yp >= 226-16) || (game.door_up > -2 && obj.entities[i].yp < -2+16) || (game.door_left > -2 && obj.entities[i].xp < -14+16) || (game.door_right > -2 && obj.entities[i].xp >= 308-16)){
//Player is leaving room
obj.customwarplinecheck(i);
}
if(obj.customwarpmodehon){ map.warpy=true;
}else{ map.warpy=false; }
if(obj.customwarpmodevon){ map.warpx=true;
}else{ map.warpx=false; }
}
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//Finally: Are we changing room?
if (map.warpx && !map.towermode)
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{
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if(obj.entities[i].type<50 //Don't warp warp lines
&& obj.entities[i].size < 12) //Don't wrap SWN enemies
{
if (game.roomx == 118 && game.roomy == 102 && obj.entities[i].rule==1 && !map.custommode)
{
//ascii snakes
if (obj.entities[i].xp <= -80)
{
if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.entities[i].xp += 400;
}
else if (obj.entities[i].xp > 320)
{
if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.entities[i].xp -= 400;
}
}
else
{
if (obj.entities[i].xp <= -10)
{
if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.entities[i].xp += 320;
}
else if (obj.entities[i].xp > 310)
{
if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.entities[i].xp -= 320;
}
}
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}
}
}
if (map.warpy && !map.towermode)
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{
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if(obj.entities[i].type<50){ //Don't warp warp lines
if (obj.entities[i].yp <= -12)
{
if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.entities[i].yp += 232;
}
else if (obj.entities[i].yp > 226)
{
if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.entities[i].yp -= 232;
}
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}
}
}
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if (map.warpy && !map.warpx && !map.towermode)
{
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if(obj.entities[i].type<50 //Don't warp warp lines
&&obj.entities[i].rule!=0)
{
if (obj.entities[i].xp <= -30)
{
if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.entities[i].xp += 350;
}
else if (obj.entities[i].xp > 320)
{
if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.entities[i].xp -= 350;
}
2020-01-01 21:29:24 +01:00
}
}
}
if (!map.warpy && !map.towermode)
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{
//Normal! Just change room
int player = obj.getplayer();
if (game.door_down > -2 && obj.entities[player].yp >= 238)
{
obj.entities[player].yp -= 240;
map.gotoroom(game.roomx, game.roomy + 1);
2020-01-01 21:29:24 +01:00
}
if (game.door_up > -2 && obj.entities[player].yp < -2)
{
obj.entities[player].yp += 240;
map.gotoroom(game.roomx, game.roomy - 1);
2020-01-01 21:29:24 +01:00
}
}
if (!map.warpx && !map.towermode)
{
//Normal! Just change room
int player = obj.getplayer();
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if (game.door_left > -2 && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
map.gotoroom(game.roomx - 1, game.roomy);
2020-01-01 21:29:24 +01:00
}
if (game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
map.gotoroom(game.roomx + 1, game.roomy);
2020-01-01 21:29:24 +01:00
}
}
//Right so! Screenwraping for tower:
if (map.towermode && map.minitowermode)
{
if (map.scrolldir == 1)
{
//This is minitower 1!
int player = obj.getplayer();
if (game.door_left > -2 && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
map.gotoroom(48, 52);
}
if (game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
obj.entities[player].yp -= (71*8);
map.gotoroom(game.roomx + 1, game.roomy+1);
}
}
else
{
//This is minitower 2!
int player = obj.getplayer();
if (game.door_left > -2 && obj.entities[player].xp < -14)
{
if (obj.entities[player].yp > 300)
{
obj.entities[player].xp += 320;
obj.entities[player].yp -= (71 * 8);
map.gotoroom(50, 54);
}
else
{
obj.entities[player].xp += 320;
map.gotoroom(50, 53);
}
}
if (game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
map.gotoroom(52, 53);
}
}
}
else if (map.towermode)
{
//Always wrap except for the very top and very bottom of the tower
if(map.ypos>=500 && map.ypos <=5000)
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].xp <= -10)
{
obj.entities[i].xp += 320;
}
else
{
if (obj.entities[i].xp > 310)
{
obj.entities[i].xp -= 320;
}
}
}
}
else
{
//Do not wrap! Instead, go to the correct room
int player = obj.getplayer();
if (game.door_left > -2 && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
obj.entities[player].yp -= (671 * 8);
map.gotoroom(108, 109);
}
if (game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
map.gotoroom(110, 104);
}
}
}
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//Warp tokens
if (map.custommode){
if (game.teleport)
{
int edi=obj.entities[game.edteleportent].behave;
int edj=obj.entities[game.edteleportent].para;
int edi2, edj2;
edi2 = (edi-(edi%40))/40;
edj2 = (edj-(edj%30))/30;
map.warpto(100+edi2, 100+edj2, obj.getplayer(), edi%40, (edj%30)+2);
game.teleport = false;
if (game.teleport == false)
{
game.flashlight = 6;
game.screenshake = 25;
}
}
2020-01-01 21:29:24 +01:00
}else{
if (game.teleport)
{
if (game.roomx == 117 && game.roomy == 102)
{
int i = obj.getplayer();
obj.entities[i].yp = 225;
map.gotoroom(119, 100);
game.teleport = false;
}
else if (game.roomx == 119 && game.roomy == 100)
{
int i = obj.getplayer();
obj.entities[i].yp = 225;
map.gotoroom(119, 103);
game.teleport = false;
}
else if (game.roomx == 119 && game.roomy == 103)
{
int i = obj.getplayer();
obj.entities[i].xp = 0;
map.gotoroom(116, 103);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 103)
{
int i = obj.getplayer();
obj.entities[i].yp = 225;
map.gotoroom(116, 100);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 100)
{
int i = obj.getplayer();
obj.entities[i].xp = 0;
map.gotoroom(114, 102);
game.teleport = false;
}
else if (game.roomx == 114 && game.roomy == 102)
{
int i = obj.getplayer();
obj.entities[i].yp = 225;
map.gotoroom(113, 100);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 104)
{
//pre warp zone here
map.warpto(107, 101, obj.getplayer(), 14, 16);
}
else if (game.roomx == 107 && game.roomy == 101)
{
map.warpto(105, 119, obj.getplayer(), 5, 26);
}
else if (game.roomx == 105 && game.roomy == 118)
{
map.warpto(101, 111, obj.getplayer(), 34, 6);
}
else if (game.roomx == 101 && game.roomy == 111)
{
//There are lots of warp tokens in this room, so we have to distinguish!
switch(game.teleportxpos)
{
case 1:
map.warpto(108, 108, obj.getplayer(), 4, 27);
break;
case 2:
map.warpto(101, 111, obj.getplayer(), 12, 27);
break;
case 3:
map.warpto(119, 111, obj.getplayer(), 31, 7);
break;
case 4:
map.warpto(114, 117, obj.getplayer(), 19, 16);
break;
}
}
else if (game.roomx == 108 && game.roomy == 106)
{
map.warpto(119, 111, obj.getplayer(), 4, 27);
}
else if (game.roomx == 100 && game.roomy == 111)
{
map.warpto(101, 111, obj.getplayer(), 24, 6);
}
else if (game.roomx == 119 && game.roomy == 107)
{
//Secret lab, to super gravitron
map.warpto(119, 108, obj.getplayer(), 19, 10);
}
if (game.teleport == false)
{
game.flashlight = 6;
game.screenshake = 25;
}
}
2020-01-01 21:29:24 +01:00
}
}
int j;
if (game.roomchange)
{
//We've changed room? Let's bring our companion along!
game.roomchange = false;
if (game.companion > 0)
{
int i = obj.getplayer();
//ok, we'll presume our companion has been destroyed in the room change. So:
switch(game.companion)
{
case 6:
obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
j = obj.getcompanion();
2020-01-01 21:29:24 +01:00
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
break;
case 7:
if (game.roomy <= 105) //don't jump after him!
{
if (game.roomx == 110)
{
obj.createentity(320, 86, 16, 1); //Y=86, the ROOF in that particular place!
2020-01-01 21:29:24 +01:00
}
else
{
obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
2020-01-01 21:29:24 +01:00
}
j = obj.getcompanion();
2020-01-01 21:29:24 +01:00
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
break;
case 8:
if (game.roomy >= 104) //don't jump after him!
{
if (game.roomx == 102)
{
obj.createentity(310, 177, 17, 1);
j = obj.getcompanion();
2020-01-01 21:29:24 +01:00
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
else
{
obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
j = obj.getcompanion();
2020-01-01 21:29:24 +01:00
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
break;
case 9:
if (!map.towermode) //don't go back into the tower!
{
if (game.roomx == 110 && obj.entities[i].xp<20)
{
obj.createentity(100, 185, 18, 15, 0, 1);
2020-01-01 21:29:24 +01:00
}
else
{
obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
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}
j = obj.getcompanion();
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obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
break;
case 10:
//intermission 2, choose colour based on lastsaved
if (game.roomy == 51)
{
if (!obj.flags[59])
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{
obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10);
j = obj.getcompanion();
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obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
else if (game.roomy >= 52)
{
if (obj.flags[59])
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{
obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1);
j = obj.getcompanion();
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obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
else
{
obj.flags[59] = true;
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0);
j = obj.getcompanion();
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obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
break;
case 11:
//Intermission 1: We're using the SuperCrewMate instead!
if(game.roomx-41==game.scmprogress)
{
switch(game.scmprogress)
{
case 0:
obj.createentity(76, 161, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 1:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 2:
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 3:
if (game.scmmoveme)
{
obj.createentity(obj.entities[obj.getplayer()].xp, 185, 24, graphics.crewcolour(game.lastsaved), 2);
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game.scmmoveme = false;
}
else
{
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
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}
break;
case 4:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 5:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 6:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 7:
obj.createentity(10, 41, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 8:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 9:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 10:
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 11:
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 12:
obj.createentity(10, 65, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 13:
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved));
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break;
}
}
if (game.scmmoveme)
{
obj.entities[obj.getscm()].xp = obj.entities[obj.getplayer()].xp;
game.scmmoveme = false;
}
break;
}
}
}
game.activeactivity = obj.checkactivity();
if (game.activetele)
{
int i = obj.getplayer();
obj.settemprect(i);
if (help.intersects(game.teleblock, obj.temprect))
{
game.readytotele += 25;
if (game.readytotele >= 255) game.readytotele = 255;
}
else
{
game.readytotele -= 50;
if (game.readytotele < 0) game.readytotele = 0;
}
}
else
{
if (game.readytotele > 0)
{
game.readytotele -= 50;
if (game.readytotele < 0) game.readytotele = 0;
}
}
if (game.teleport_to_new_area)
script.teleport();
#if !defined(NO_CUSTOM_LEVELS)
if (game.shouldreturntoeditor)
{
game.shouldreturntoeditor = false;
game.returntoeditor();
}
#endif
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}