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Add edge-guides for horizontal gravity lines

These visualize the horizontal gravity line kludge for rooms beside
eachother. When you enter another room, gravity lines which look like
they're connected between the rooms try to have the same activated
state.

Basically, if you're in room (1,4) and you go into (2,4), if a
gravity line in (1,4) is activated (gray, on cooldown) and it's
touching the gravity line in (2,4), that gravity line will also be
activated.
This commit is contained in:
AllyTally 2023-03-09 14:58:58 -04:00 committed by Misa Elizabeth Kai
parent d152730510
commit 08084e5a97

View file

@ -467,6 +467,42 @@ static void draw_edgeguides(void)
// Bottom edge
draw_edgeguide(ed.get_abs_tile_type(global_x + i, global_y + 30, true), i * 8, 238, true);
}
static const SDL_Color green = graphics.getRGB(127, 255 - help.glow, 127);
// Horizontal gravity line edge-guides
for (size_t i = 0; i < customentities.size(); ++i)
{
const CustomEntity* entity = &customentities[i];
const bool is_horizontal_gravity_line = entity->t == 11 && entity->p1 == 0;
if (!is_horizontal_gravity_line)
{
continue;
}
const int x = entity->p2 * 8;
const int w = entity->p3;
const int room_x = (entity->x / 40);
const int room_y = (entity->y / 30);
if (room_y != ed.levy)
{
continue;
}
if (room_x == POS_MOD(ed.levx - 1, cl.mapwidth)
// It's to the left...
&& x + w >= 312)
{
// And touching the right edge!
graphics.fill_rect(x, (entity->y % 30) * 8, 2, 8, green);
}
else if (room_x == POS_MOD(ed.levx + 1, cl.mapwidth)
// It's to the right...
&& x <= 0)
{
// And touching the left edge!
graphics.fill_rect(x + w - 2, (entity->y % 30) * 8, 2, 8, green);
}
}
}
static void update_entities(void)