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Modify how enemy colors are set
While the last commit was an attempt at making colors be set better, this one should help more. Basically, things that emitters emit now copy the emitter's color. That means, if you change the color of the emitter, what it emits will change as well. This means we don't have to worry about setting the colour ourselves, just the enemy type. `set_enemy_colour` is now called BEFORE setting the type, so the type's color will override the room color. This is what we want -- in the future there might be custom enemy types, and if you specify a specific color, you probably want that color to be used. But wait, don't the types usable in levels have their colors set? Well, this commit also duplicates the editor enemy types and sets their colors to `-1` so they'll use the room's color instead, or more accurately, they'll use the color they had previously, which was the room's enemy color. With this system, old levels which use main game enemies will have the correct colors -- the colors stored in their enemy types. And if it becomes possible to make custom enemy types, if someone makes an emitter which uses the room's color (by passing in color `-1`), the enemies which it emits will use the room's color as well, since it will copy what the emitter itself uses. All of that just to say: colors are now handled a bit more sanely.
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parent
333524533d
commit
5409f0715f
2 changed files with 71 additions and 59 deletions
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@ -134,6 +134,18 @@ void entityclass::add_default_types(void)
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{
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EnemyType* type;
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// Copies for the editor, without the color set:
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create_type("custom_square", 78, -1, 1, 16, 16);
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create_type("custom_circle", 88, -1, 1, 16, 16);
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create_type("custom_disc", 36, -1, 1, 16, 16);
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create_type("custom_glitch", 164, -1, 1, 16, 16);
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create_type("custom_coin", 68, -1, 1, 16, 16);
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create_type("custom_cross", 48, -1, 5, 16, 16);
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create_type("custom_triangle", 176, -1, 1, 16, 16);
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create_type("custom_ice", 168, -1, 1, 16, 16);
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create_type("custom_heart", 112, -1, 5, 16, 16);
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create_type("custom_broken_heart", 114, -1, 5, 16, 16);
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create_type("square", 78, 7, 1, 16, 16); // Vibrating String Problem
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create_type("circle", 88, 11, 1, 16, 16); // Kids His Age Bounce
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create_type("disc", 36, 8, 1, 16, 16); // Security Sweep
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@ -302,27 +314,27 @@ const char* entityclass::legacy_id_to_entity(const int id)
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switch (id)
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{
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case 0:
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return "square";
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return "custom_square";
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case 1:
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return "circle";
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return "custom_circle";
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case 2:
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return "disc";
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return "custom_disc";
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case 3:
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return "glitch";
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return "custom_glitch";
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case 4:
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return "coin";
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return "custom_coin";
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case 5:
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return "cross";
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return "custom_cross";
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case 6:
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return "triangle";
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return "custom_triangle";
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case 7:
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return "ice";
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return "custom_ice";
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case 8:
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return "heart";
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return "custom_heart";
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case 9:
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return "broken_heart";
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return "custom_broken_heart";
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default:
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return "square";
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return "custom_square";
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}
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}
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@ -432,10 +444,11 @@ void entityclass::set_enemy_colour(entclass* entity)
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break;
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}
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}
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else
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}
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void entityclass::correct_emitter_colours(entclass* entity)
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{
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/* Okay, so we're not in a custom level.
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* Most colors are stored in the enemy type themselves,
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/* Most colors are stored in the enemy type themselves,
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* because each enemy is pretty much only in a single room.
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* There's some special cases, though, like LIES and factory clouds,
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* so let's correct their colors to match the rooms.
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@ -462,7 +475,6 @@ void entityclass::set_enemy_colour(entclass* entity)
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break;
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}
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}
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}
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void entityclass::resetallflags(void)
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{
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@ -1689,12 +1701,12 @@ entclass* entityclass::createentity(int xp, int yp, int t, int meta1, int meta2,
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if (game.roomy == 111 && (game.roomx >= 113 && game.roomx <= 117))
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{
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entity.setenemy(0);
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set_enemy_colour(&entity);
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correct_emitter_colours(&entity);
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}
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else if (game.roomx == 113 && (game.roomy <= 110 && game.roomy >= 108))
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{
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entity.setenemy(1);
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set_enemy_colour(&entity);
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correct_emitter_colours(&entity);
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}
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else
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{
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@ -2430,7 +2442,6 @@ entclass* entityclass::createentity(int xp, int yp, int t, int meta1, int meta2,
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const char* type = legacy_id_to_entity(customenemy);
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set_enemy_type(&entity, type);
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set_enemy_colour(&entity);
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break;
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}
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case 100: // Invalid enemy, but gets treated as a teleporter
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entity.type = EntityType_TELEPORTER;
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@ -2669,7 +2680,7 @@ bool entityclass::updateentities( int i )
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{
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entclass* entity = createentity(entities[i].xp+28, entities[i].yp, 1, 10, -1);
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set_enemy_type(entity, "lies");
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set_enemy_colour(entity);
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entity->colour = entities[i].colour;
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entities[i].state = 1;
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entities[i].statedelay = 12;
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}
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@ -2706,7 +2717,7 @@ bool entityclass::updateentities( int i )
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{
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entclass* entity = createentity(entities[i].xp, entities[i].yp, 1, 12, -1);
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set_enemy_type(entity, "factory_clouds");
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set_enemy_colour(entity);
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entity->colour = entities[i].colour;
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entities[i].state = 1;
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entities[i].statedelay = 16;
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}
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@ -70,6 +70,7 @@ public:
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const char* legacy_id_to_entity(int id);
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void set_enemy_type(entclass* entity, const char* type);
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void set_enemy_colour(entclass* entity);
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void correct_emitter_colours(entclass* entity);
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void resetallflags(void);
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