Commit Graph

2933 Commits

Author SHA1 Message Date
Info Teddy 794ef29638 Fix bug with displaying translucent pixels incorrectly
For a long time, VVVVVV has had an issue where if you used custom
graphics with translucent pixels (i.e. pixels whose opacity was neither
0% nor 100%, but somewhere between 0% and 100%), those pixels would end
up looking very ugly. They seemed to be overlaid on top of some weird
blue color, instead of actually being translucent.

This bug only occurred when in-game and not in towermode. So, most of
the time, basically. The translucent pixels only displayed properly
inside the Tower, both minitowers, and the editor (when not
playtesting).

I traced this down to the use of the magic number 0xDEADBEEF in
Graphics::drawmap() and Graphics::drawfinalmap(). Looks like someone had
fun finding a color. Was it you, simoroth? Anyway, I've changed it so it
simply uses 0 instead. Note that this magic number needs to be changed
for BOTH FillRect() and OverlaySurfaceKeyed(), or else the game's
background will be some random solid color instead of actually being
drawn properly.
2020-01-21 23:33:33 -05:00
Terry Cavanagh b6ca9ea039
Added Ved to License exceptions 2020-01-20 22:47:34 +01:00
Info Teddy 14ba07f22c Don't play squeak twice when entering quickloadlevel 2020-01-20 15:33:31 -05:00
Terry Cavanagh 88f90f50a8
Merge pull request #101 from InfoTeddy/general-bug-fixes-2
Reset the Direct Mode property of each room in editorclass::reset()
2020-01-20 10:28:22 +01:00
Info Teddy 2c2acc93e6 Reset Direct Mode in editorclass::reset()
There's a long-standing issue where the Direct Mode status of the loaded
custom map in memory never resets properly. So if you load a level with
a certain layout of Direct Mode rooms, that same layout will be
preserved if you start making a new level in the editor. This commit
fixes that issue.
2020-01-19 21:46:52 -08:00
Info Teddy 916f182ce6 Set ed.keydelay when backspacing an empty line
Similar to 2ebccbc3e9, there's also a
long-standing bug where if you backspace an empty line (and this time,
the line IS actually already empty, not merely
emptied-earlier-in-the-frame), the game will quickly delete more blank
lines if there are any above the blank line you deleted. Again, this is
annoying too, if you so happen to need to use lots of blank lines.

To fix this, it's simple - just set ed.keydelay to 6 when the game
backspaces an empty line. Then it won't be so trigger-happy in deleting
blank lines.
2020-01-19 08:37:14 -05:00
Info Teddy 2687090ac2 Fix frame-ordering backspacing empty line bug in script editor
There is a long-standing bug with the script editor where if you delete
the last character of a line, it IMMEDIATELY deletes the line you're on,
and then moves your cursor back to the previous line. This is annoying,
to say the least.

The reason for this is that, in the sequence of events that happens in
one frame (known as frame ordering), the code that backspaces one
character from the line when you press Backspace is ran BEFORE the code
to remove an empty line if you backspace it is ran. The former is
located in key.Poll(), and the latter is located in editorinput().

Thus, when you press Backspace, the game first runs key.Poll(), sees
that you've pressed Backspace, and dutifully removes the last character
from a line. The line is now empty. Then, when the game gets around to
the "Are you pressing Backspace on an empty line?" check in
editorinput(), it thinks that you're pressing Backspace on an empty
line, and then does the usual line-removing stuff.

And actually, when it does the check in editorinput(), it ACTUALLY asks
"Are you pressing Backspace on THIS frame and was the line empty LAST
frame?" because it's checking against its own copy of the input buffer,
before copying the input buffer to its own local copy. So the problem
only happens if you press and hold Backspace for more than 1 frame.
It's a small consolation prize for this annoyance, getting to
tap-tap-tap Backspace in the hopes that you only press it for 1 frame,
while in the middle of something more important to do like, oh I don't
know, writing a script.

So there are two potential solutions here:

 (1) Just change the frame ordering around.

     This is risky to say the least, because I'm not sure what behavior
     depends on exactly which frame order. It's not like it's key.Poll()
     and then IMMEDIATELY afterwards editorinput() is run, it's more
     like key.Poll(), some things that obviously depend on key.Poll()
     running before them, and THEN editorinput(). Also, editorinput() is
     only one possible thing that could be ran afterwards, on the next
     frame we could be running something else entirely instead.

 (2) Add a kludge variable to signal when the line is ALREADY empty so
     the game doesn't re-check the already-empty line and conclude that
     you're already immediately backspacing an empty line.

I went with (2) for this commit, and I've added the kludge variable
key.linealreadyemptykludge.

However, that by itself isn't enough to fix it. It only adds about a
frame or so of delay before the game goes right back to saying "Oh,
you're ALREADY somehow pressing backspace again? I'll just delete this
line real quick" and the behavior is basically the same as before,
except now you have to hit Backspace for TWO frames or less instead of
one in order to not have it happen.

What we need is to have a delay set as well, when the game deletes the
last line of a char. So I set ed.keydelay to 6 as well if editorinput()
sses that key.linealreadyemptykludge is on.
2020-01-19 08:37:14 -05:00
Info Teddy b1d6b7f395 Fix off-by-one in script editor letting you type on a nonexistent line
For a long time, the script editor has had a bug where it would let you
put the cursor on a nonexistent script line, which would APPEAR to be
the last line of the script... but in reality, it WASN'T the last line
of the script, and in fact, the ACTUAL last line was the line ABOVE the
script.

So, if you typed anything on this nonexistent line, it would appear to
get erased when exiting the script. Thus, people have (erroneously)
misdiagnosed this as the script editor somehow being trigger-happy and
erasing lines when it shouldn't be, when in reality it should've have
let you gone onto that line in the first place!
2020-01-19 00:33:20 -05:00
Ethan Lee 134a0f1070 Fix invincibility/slowdown cursor positions when exiting those menus 2020-01-17 22:14:29 -05:00
Ethan Lee 9eebbc542e Load gamecontrollerdb.txt if available 2020-01-17 12:43:42 -05:00
Ethan Lee 6e9712f113 Add text outline as an accessibility option 2020-01-17 12:37:53 -05:00
Terry Cavanagh 05229255f6
typo 2020-01-17 16:56:27 +01:00
Terry Cavanagh 396d0eaf5f
Update License exceptions.md 2020-01-17 15:19:56 +01:00
Terry Cavanagh 4fb9bfbd7e
Merge pull request #92 from InfoTeddy/general-bug-fixes
Don't render "[Press ENTER to return to editor]" if "- Press ACTION to advance text -" is also being rendered
2020-01-17 14:18:47 +01:00
Terry Cavanagh d6d2b79514
Merge pull request #93 from InfoTeddy/typo-fixes
Fix "Exausted?" and "scentists" typos in mobile version
2020-01-17 14:18:02 +01:00
TerryCavanagh b3bc8d565c Found another dumb comment, removed
see b0ffdf0153
2020-01-17 13:47:34 +01:00
Info Teddy 113c585592 Fix "Exausted?" and "scentists" typos in mobile version 2020-01-16 23:58:50 -08:00
Info Teddy a6d427501c Don't render press ENTER to return to editor if advancetext is on
This prevents a visual clash that can happen if both are on and there
are no cutscene bars.
2020-01-16 23:33:12 -08:00
Ethan Lee 2aa4aa5f8a Integrate dynamic list sizes for credited patrons, add CONTRIBUTORS to credits
(Also added myself to the credits, only took 6 years to not be lazy about it)
2020-01-16 20:14:56 -05:00
Thomas Sänger 73335c347c add myself to CONTRIBUTORS.txt (with LC_COLLATE=C ordering) 2020-01-16 09:48:58 -05:00
Thomas Sänger 00d6084901 switch position of Legal Stuff & Changes 2020-01-16 09:48:58 -05:00
Terry Cavanagh 1c7c4d8c34
Updated link to cursed_vvvvvv.exe, changed links to shortcuts 2020-01-16 15:01:07 +01:00
TerryCavanagh adde99dfe6 Re-added the mouse cursor (reverted https://github.com/TerryCavanagh/VVVVVV/pull/15)
Hiding the mouse cursor does makes sense in a lot of situations I agree, but it's very much a preference thing, and I don't see a good reason to change the original behavour. Some people (i.e. me) don't like cursors disappearing in windowed mode when you move the cursor over the screen, but most importantly, it makes the editor much less pleasant to use (since you're relying on the 30fps editor cursor box).

I'd be happy to support, say, a setting that allowed you to disable the mouse cursor, or even a 15 second time-out which makes the cursor disappear if not moved (and reappear once moved), but just having it off by default feels wrong to me.
2020-01-16 14:47:37 +01:00
Terry Cavanagh ede2456af4
Merge pull request #71 from InfoTeddy/general-improvements
Re-add the font outline from the Flash and mobile versions
2020-01-16 14:40:11 +01:00
Terry Cavanagh 5b32446d50
Merge pull request #89 from InfoTeddy/typo-fixes
Correct capitalization of song names
2020-01-16 14:38:31 +01:00
TerryCavanagh b0ffdf0153 Removed a dumb word I used in a comment
Yikes. Somebody brought this to my attention, I didn't even remember that I'd written it. "Spa" or "Spastic" is kind of a south park esque slang term that used to be pretty common in Ireland, which I used without even thinking about it. It's definitely not something I would say anymore, 10 years on, and it's something I shouldn't have said at the time either. I'm sorry :(

(somebody on twitter was asking me about how much cleaning up of the source code I did before launching this. I think this commit kinda answers that)
2020-01-16 14:31:01 +01:00
Info Teddy 3247d3be41 Correct capitalization of song names
This corrects things like "Passion for exploring" and "Passion For
Exploring" to be "Passion for Exploring".
2020-01-15 22:05:37 -08:00
Info Teddy 4e952450d5 Prevent the game from thinking horizontal warp lines are cyan crewmates (#87)
* Add entity type attribute checks to getcrewman()

This means that the game is no longer able to target other non-crewmate
entities when it looks for a crewmate.

This has actually happened in practice. A command like
position(cyan,above) could position the text box above a horizontal warp
line instead of the intended crewmate.

This is because getcrewman() previously only checked the rule attributes
of entities, and if their rule happened to be 6 or 7. Usually this
corresponds with crewmates being unflipped or flipped, respectively.

But warp lines' rules overlap with rules 6 and 7. If a warp line is
vertical, its rule is 5, and if it is horizontal, its rule is 7.

Now, usually, this wouldn't be an issue, but getcrewman() does a color
check as well. And for cyan, that is color 0. However, if an entity
doesn't use a color, it just defaults to color 0. So, getcrewman() found
an entity with a rule of 7 and a color of 0. This must mean it's a cyan
crewmate! But, well, it's actually just a horizontal warp line.

This commit prevents the above from happening.
2020-01-15 23:55:53 -05:00
Info Teddy 37a1482bb3 Fix warpdir() doing wrong BG with warp dir 0 in current room
If you're in the room being targeted when a `warpdir()` command is run,
and it sets the warp direction to none (warp dir 0), and if you're in a
Lab or Warp Zone room, the background will be set to the wrong one,
because it will always set the background to the stars-going-left
background, instead of setting it to the Lab background or the
stars-going-up background.

However, this is only a visual glitch, and is a temporary one, because
if you manage to trigger a `gotoroom()` on the room, it will get set to
its proper background.

This commit makes it so if you're in a Lab room, the background gets set
to the Lab background, and if you're in a Warp Zone room, the background
gets set to the stars-going-up background.
2020-01-15 21:57:41 -05:00
Info Teddy 5b2962fde0 Properly reset roomdeaths and roomdeathsfinal in hardreset
There are three map-related vectors that need to be reset in hardreset:
`map.roomdeaths`, `map.roomdeathsfinal`, and `map.explored`. All three
of these vectors use the concatenated rows system, whereby each room is
given a room number, calculated by doing X + Y*20, and this becomes
their index in each vector.

There's a double-nested for-loop to handle resetting all of these, where
the outer for-loop iterates over the Y-axis and the inner for-loop
iterates over the X-axis, but only `map.explored` is properly reset.
That's because it's the only vector that properly indexes using X +
Y*20. The other vectors reset using X, so previously, only the first row
of `map.roomdeaths` and `map.roomdeathsfinal` got reset, corresponding
with only the first row of rooms in both Dimension VVVVVV and Outside
Dimension VVVVVV getting reset.

This commit makes sure that both get reset properly.
2020-01-15 20:48:04 -05:00
Info Teddy 921e288ebe Correct Warp Zone's area name from "Warpzone" to "Warp Zone"
This is the name that gets displayed in your save file.
2020-01-15 20:29:30 -05:00
Terry Cavanagh 6f8d2dc90b
Merge pull request #83 from InfoTeddy/typo-fixes
Fix "Exausted?" typo in roomname
2020-01-15 13:43:56 +01:00
Info Teddy 52470eecbf Fix "Exausted?" typo in roomname
This name is the roomname of (7,17) (0-indexed) in the Lab.
2020-01-15 04:23:17 -08:00
Ethan Lee 8826f57cc2 macOS builds also require self-built Vorbisfile 2020-01-14 10:16:15 -05:00
Info Teddy 10ed0058fd Fix the flipgravity() internal command (#78)
There are two main problems with flipgravity():
 1. It doesn't work for an already-flipped crewmate.
 2. It doesn't work on the player.

This commit addresses both of those issues.
2020-01-14 08:51:33 -05:00
Ethan Lee 6a0ee21082 Untested Haiku port? 2020-01-13 23:31:14 -05:00
Info Teddy 17585c4602 Fix mute button not working at all
Whoops, looks like I forgot to test that I didn't break the mute button
completely in my previous pull request.
2020-01-13 23:15:24 -05:00
Info Teddy fa075010c8 Fix being able to set lower custom level score
For reference, here is the list of scores for a custom level:
 0 - not played
 1 - finished
 2 - all trinkets
 3 - finished, all trinkets

Previously, you could've played a level and finished it and set a score
of 3. Then you could re-play the entire level, but manage to only get a
score of 1, i.e. only finished but not with all trinkets. Then your
score for that level would get set back to 1, which basically nullifies
the time you spent playing that level and getting all of the trinkets.

This commit makes it so your new score will get set only if it is higher
than the previous one.
2020-01-13 21:02:40 -05:00
Info Teddy 01ad6cf1a1 Disable muting in the script editor
This disables being able to press M to mute while editing a script in
the script editor. It also disables it in the script list, too, but I'm
hoping no one thinks that's an issue, because I personally don't think
it is.
2020-01-13 20:19:09 -05:00
Info Teddy e0b80cf0b5 Don't deactive tele prompt when dying
This fixes a bug where if you died after activating a teleporter prompt
and then respawned in the same room as the teleporter, the teleporter
prompt would go away. Which would be very annoying if you wanted to, you
know, teleport.

You don't even have to R-press to make this happen. "Level Complete!"
and Energize are two teleporter rooms in the main game that have hazards
in them.

I see no reason to set game.activetele to false when dying. For one, it
gets set to false during a gotorom anyway. For another, I couldn't get
the game to activate the teleport prompt in a room without a teleporter
in my testing, mostly because when you touch a teleporter, your
checkpoint is set to that teleporter, so you can't R-press to go to
another room and carry over the teleport prompt.
2020-01-13 20:00:10 -05:00
Info Teddy 406e1b70d6 Re-add the font outline from the Flash/mobile versions
This uncomments the code for the font outline. Now, you will see the
font outline on text that had it in the Flash version, most notably "-
Press ENTER to Teleport -" and the time trial overlay text.

This also fixes a problem with the commented code, where un-centered
text didn't outline properly.
2020-01-13 16:22:26 -08:00
Info Teddy b8e611a3bf Destroy duplicate player entities during gotoroom
The game makes sure that the player entity is never destroyed, but in
doing so, it doesn't destroy any duplicate player entities that might
have been created via strange means e.g. a custom level doing a
createentity with t=0.

Duplicate player entities are, in a sense, not the "real" player entity.
For one, they can take damage and die, but when they do they'll still be
stuck inside the hazard, which can result in a softlock. For another,
their position isn't updated when going between rooms. It's better to
just destroy them when we can.
2020-01-13 18:18:44 -05:00
Terry Cavanagh 8eeb6f419b
Updated link to Make and Play edition 2020-01-13 19:38:36 +01:00
Terry Cavanagh 5b4de5b065
Updated link to make and play edition 2020-01-13 19:38:16 +01:00
Terry Cavanagh b4012c9731
Updated link to Make and Play edition 2020-01-13 19:37:50 +01:00
Ethan Lee 0c27ec8e58 int32_t > int 2020-01-13 11:27:16 -05:00
Ethan Lee 4b24206294 This is a wild guess but I think I assigned init at some point 2020-01-13 11:25:54 -05:00
Ethan Lee c1fb67707d Loose typedef 2020-01-13 11:18:25 -05:00
Ethan Lee 9758290cf3 Add support for multiple Network backends, stub in GOGNetwork 2020-01-13 11:15:22 -05:00
Terry Cavanagh 8be05ca40f
Merge pull request #64 from AllisonFleischer/master
Fix a stray "seperate" in Secret Lab dialogue
2020-01-13 14:57:54 +01:00