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De-dupe screen transition / warping logic
I noticed that the code for going to the adjacent room when offscreen and for warping instead if the room is warping was a bit copy-and-pasted. To clean up the code a bit, there's now 5 separate checks in gamelogic(): if (map.warpx) if (map.warpy) if (map.warpy && !map.warpx) if (!map.warpy) if (!map.warpx) I made sure to preserve the previous weird horizontal warping behavior that happens with vertical warping (thus the middle one), and to preserve the frame ordering just in case there's something dependent on the frame ordering. The frame ordering is that first it will warp you horizontally, if applicable, then it will warp you vertically, if applicable. Then if you have vertical warping only, that weird horizontal warp. Then it will screen transition you vertically, if applicable. Then it will screen transition you horizontally, if applicable. To explain the weird horizontal warp with the vertical warp: apparently if an entity is far offscreen enough, and if that entity is not the player, it will be warped horizontally during a vertical warp. The points at which it will warp is 30 pixels farther out than normal horizontal warping. I think someone ran into this before, but my memory is fuzzy. The best I can recall is that they were probably createentity()ing a high-speed horizontally-moving enemy in a vertically warping room, only to discover that said enemy kept warping horizontally.
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1 changed files with 14 additions and 62 deletions
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@ -1033,42 +1033,7 @@ void gamelogic()
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}
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//Finally: Are we changing room?
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if (map.warpx && map.warpy)
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{
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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if(obj.entities[i].type<50 //Don't warp warp lines
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&& obj.entities[i].size < 12) //Don't wrap SWN enemies
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{
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if (obj.entities[i].xp <= -10)
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{
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obj.entities[i].xp += 320;
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}
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else if (obj.entities[i].xp > 310)
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{
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obj.entities[i].xp -= 320;
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}
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}
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}
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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if(obj.entities[i].type<50 //Don't warp warp lines
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&& obj.entities[i].size < 12) //Don't wrap SWN enemies
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{
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if (obj.entities[i].yp <= -12)
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{
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obj.entities[i].yp += 232;
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}
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else if (obj.entities[i].yp > 226)
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{
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obj.entities[i].yp -= 232;
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}
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}
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}
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}
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else if (map.warpx)
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if (map.warpx)
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{
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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@ -1100,20 +1065,9 @@ void gamelogic()
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}
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}
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}
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int player = obj.getplayer();
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if (game.door_down > -2 && obj.entities[player].yp >= 238)
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{
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obj.entities[player].yp -= 240;
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map.gotoroom(game.roomx, game.roomy + 1);
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}
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if (game.door_up > -2 && obj.entities[player].yp < -2)
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{
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obj.entities[player].yp += 240;
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map.gotoroom(game.roomx, game.roomy - 1);
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}
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}
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else if (map.warpy)
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if (map.warpy)
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{
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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@ -1128,7 +1082,10 @@ void gamelogic()
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}
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}
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}
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}
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if (map.warpy && !map.warpx)
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{
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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@ -1145,20 +1102,9 @@ void gamelogic()
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}
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}
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}
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int player = obj.getplayer();
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if (game.door_left > -2 && obj.entities[player].xp < -14)
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{
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obj.entities[player].xp += 320;
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map.gotoroom(game.roomx - 1, game.roomy);
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}
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if (game.door_right > -2 && obj.entities[player].xp >= 308)
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{
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obj.entities[player].xp -= 320;
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map.gotoroom(game.roomx + 1, game.roomy);
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}
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}
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else
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if (!map.warpy)
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{
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//Normal! Just change room
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int player = obj.getplayer();
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@ -1172,6 +1118,12 @@ void gamelogic()
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obj.entities[player].yp += 240;
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map.gotoroom(game.roomx, game.roomy - 1);
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}
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}
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if (!map.warpx)
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{
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//Normal! Just change room
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int player = obj.getplayer();
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if (game.door_left > -2 && obj.entities[player].xp < -14)
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{
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obj.entities[player].xp += 320;
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