All menus had a hardcoded X position (offset to an arbitrary starting
point of 110) and a hardcoded horizontal spacing for the "staircasing"
(mostly 30 pixels, but for some specific menus hardcoded to 15, 20 or
something else). Not all menus were centered, and seem to have been
manually made narrower (with lower horizontal spacing) whenever text
ran offscreen during development.
This system may already be hard to work with in an English-only menu
system, since you may need to adjust horizontal spacing or positioning
when adding an option. The main reason I made this change is that it's
even less optimal when menu options have to be translated, since
maximum string lengths are hard to determine, and it's easy to have
menu options running offscreen, especially when not all menus are
checked for all languages and when options could be added in the middle
of a menu after translations of that menu are already checked.
Now, menus are automatically centered based on their options, and they
are automatically made narrower if they won't fit with the default
horizontal spacing of 30 pixels (with some padding). The game.menuxoff
variable for the menu X position is now also offset to 0 instead of 110
The _default_ horizontal spacing can be changed on a per-menu basis,
and most menus (not all) which already had a narrower spacing set,
retain that as a maximum spacing, simply because they looked odd with
30 pixels of spacing (especially the main menu). They will be made even
narrower automatically if needed. In the most extreme case, the spacing
can go down to 0 and options will be displayed right below each other.
This isn't in the usual style of the game, but at least we did the best
we could to prevent options running offscreen.
The only exception to automatic menu centering and narrowing is the
list of player levels, because it's a special case and existing
behavior would be better than automatic centering there.
The tilesheets in question are font.png, tiles.png, tiles2.png,
tiles3.png, entcolours.png, teleporter.png, sprites.png, and
flipsprites.png.
This patch removes the hardcoded dimensions when scanning the
tilesheets, because it's simpler that way. It also de-duplicates it so
it isn't a bunch of copy-paste, by using macros. (I had to use macros
because it was the easiest way to optionally pass in some extra code in
the innermost for-loop.)
Also, if the dimensions of a scanned tilesheet aren't exactly multiples
of the dimensions of the tile unit for that given tilesheet (e.g. if the
dimensions of a scanned tiles.png are not exact multiples of 8), then an
SDL_SimpleMessageBox will show up with the error message, a puts() of
the error message will be called, and the program will exit.
It seems like they were unfinished. This commit makes them properly
work.
When a track is stopped with stopmusic() or musicfadeout(),
resumemusic() will resume from where the track stopped. musicfadein()
does the same but does it with a gradual fade instead of suddenly
playing it at full volume.
I changed several interfaces around for this. First, setting currentsong
to -1 when music is stopped is handled in the hook callback that gets
called by SDL_mixer whenever the music stops. Otherwise, it'd be
problematic if currentsong was set to -1 when the song starts fading out
instead of when the song actually ends.
Also, music.play() has a few optional arguments now, to reduce the
copying-and-pasting of music code.
Lastly, we have to roll our own tracker of music length by using
SDL_GetPerformanceCounter(), because there's no way to get the music
position if a song fades out. (We could implicitly keep the music
position if we abruptly stopped the song using Mix_PauseMusic(), and
resume it using Mix_ResumeMusic(), but ignoring the fact that those two
functions are also used on the unfocus-pause (which, as it turns out, is
basically a non-issue because the unfocus-pause can use some other
functions), there's no equivalent for fading out, i.e. there's no
"fade out and pause when it fully fades out" function in SDL_mixer.) And
then we have to account for the unfocus-pause in our manual tracker.
Other than that, these commands are now fully functional.
This fixes a corner case where using gamestate 82 from the editor would
put you in a softlock because it would return to the editor settings
menu, which only functions in EDITORMODE and results in a softlock in
TITLEMODE.
This is already done for invincibility. It's kind of unnecessary, but
it's just to make sure if for some reason in the future variables like
insecretlab/intimetrial/nodeathmode don't get reset when exiting to the
menu.
To fix this annoying flicker (which, btw, took me WAY too long to do), I
had to introduce yet another kludge variable to signal that the
horizontal/vertical warp background should be re-initialized on the
pause screen.
I think I could technically keep the 'graphics.backgrounddrawn = false;'
in maplogic() and remove the 'graphics.backgrounddrawn = false;' in
Game::returntopausemenu(), but I'm keeping that other one around because
it doesn't hurt and just as a general precaution and safety measure.
This makes it so the tower background doesn't persist and scroll upwards
if you exit the menu in a warp zone horizontal or vertical room.
Ugh, and while we're on the subject of separating the in-game tower
background and the menu tower background, could we PLEASE separate the
horizontal / vertical warp backgrounds from the tower backgrounds, too?!
Another thing that's annoyed me a lot is being unable to simply press
Esc to close the pause menu. You'd have to hover over the "return to
game" or "keep playing" option. This would be even more annoying with
more options on the menu, so allowing to press Esc is a nice
quality-of-life thing.
Otherwise you could keep re-pressing ACTION on the "yes" option and keep
stalling it until it finally faded out, or quickly go back past menu
options or something.
Otherwise the menu background would have this rendering glitch where the
bypos of the in-game tower wouldn't divide easily and have a bunch of
jitters in an otherwise smooth but overall still somewhat smooth
background.
Also set map.tdrawback to true when leaving the menu.
This is to fix the interpolated color of the tower background
persisting, as well as making sure the menu background doesn't persist
when exiting.
This would be fine, under the assumption that you could never reach the
menu from outside the menu. Well, now you can, so now this has to play
the correct song instead of track 6.
This is to pre-emptively prevent piling up stack frames for what I'll be
adding next, which is pressing Esc in the options menu in-game
automatically moving you back to MAPMODE.
Since the exact same tower background is also used on the menu, we need
to save the current state of the background when entering the menu
(before overwriting it), and then put it back when we're done. Maybe we
ought to separate the in-game and menu tower backgrounds...
This also fixes a semi-hilarious bug where you could make Panic Room go
in the other direction by simply going to the options menu in-game.
This is accomplished by adding convenience functions
mapclass::bg_to_kludge() and mapclass::kludge_to_bg().
Well this is a bit annoying. I can call graphics.updatetowerbackground()
just fine, but I have to get at the title color update routine inside
titlelogic(), which is hard-baked in. So I have to pull that code
outside of the function, export it in the header, and then call it when
I transition to TITLEMODE.
So now the options do what they do. However, I still need to fix the
1-frame glitch when switching to TITLEMODE, as well as make returning
from the menu return back to MAPMODE, as well as making this better menu
integrate seamlessly with the existing menus.
This prevents from having to repeat 'if (game.menupage == ...)'
everywhere, which makes for more concise code.
I know you're technically supposed to indent the cases surrounded by
if-guards, but I don't think indenting them here would help anything.
I'd only indent it if the 'if' had an 'else', for example. But if it
surrounds the whole case, then there's no need for indentation.
Similar to Graphics::map_tab(), this ensures that I don't have to
copy-paste printing the map options for every single game.menupage case
I want, and in this case that's a good thing because there'll be 4
game.menupage cases I'll be using.
This basically adds an extra '|| game.inintermission' because it seems
like the original code forgot about that conditional. You can't save in
level replays, so there's no need to say "You will lose any unsaved
progress." in intermission replays.
In my previous PR, I wrongly assumed that I could just replace the `i`
handling code of those options with an `i++;` at the beginning, and thus
I could put all blocks' `i++;` into ARG_INNER(). Well I was wrong,
because the code was written the original way for a reason, namely that
we still need `i` to point to the -playx/y/rx/ry/gc/music argv so we can
re-compare which argument led us into this code block.
Any decent compiler will optimize this so that it's still only two
function calls (or it gets inlined). However, it's still not very
readable, so I've assigned the result to a variable and used that
instead.
Instead of copy-pasting everything and changing a few parts, just have
something that handles that tiny part. This reduces the amount of code
size the custom level CREW page takes up by half.
This will be used to keep some text positions the same when in Flip
Mode, instead of having to copy and paste code.
This function being at the very top of the file kind of violates
locality, but it has to be done because it can't be a macro.
Previously, the code to print all tab names was copied to every single
tab, resulting in 12 more superfluous print statements than needed. This
commit uses graphics.map_tab to de-duplicate all the code.
This function is useful to de-duplicate all the map page names at the
bottom, which are MAP, CREW/SHIP/GRAV, STATS, and SAVE. If selected, it
will surround the text in square brackets and automatically handle the
positioning.
Shamelessly copy-pasted from Dav999's localization branch.
Just to be helpful if someone has a failing FILESYSTEM_init(), but
doesn't know that's their issue and keeps wondering why VVVVVV just
exits with code 1.
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
This is used if you're loading a level file from STDIN. The game needs
to know the actual level assets directory you're referring to, since
when it gets the level from STDIN, it doesn't know the actual filename
of the level.
Fixes#309.
The assets mounting code was put directly in editorclass::load(), but
now it's in a neat little function so it can be called from multiple
places without having to call editorclass::load().
This ensures that endsWith() can be used outside of editor.cpp.
When leo60228 originally wrote endsWith(), it was static, but I asked
him on Discord just now and he more-or-less confirmed that it's fine if
it's not static. If it was static, it would be confined to
UtilityClass.cpp now instead!
Ugh, this is terrible and stupid and I hate myself for it.
Anyway, since the SDL2 VSync hint only applies when the renderer is
created, we have to re-create the renderer whenever VSync is toggled.
However, this also means we need to re-create m_screenTexture as well,
AND call ResizeScreen() after that or else the letterbox/integer modes
won't be applied.
Unfortunately, this means that in main(), gameScreen.init() will create
a renderer only to be destroyed later by graphics.processVsync().
There's not much we can do about this. Fixing this would require putting
graphics.processVsync() before gameScreen.init(). However, in order to
know whether the user has VSync set, we would have to call
game.loadstats() first, but wait, we can't, because game.loadstats()
mutates gameScreen! Gahhhhhh!!!!
@leo60228 suggested to fix that problem (
https://github.com/TerryCavanagh/VVVVVV/pull/220#issuecomment-624217939
) by adding NULL checks to game.loadstats() and then calling it twice,
but then you're trading wastefully creating a renderer only to be
destroyed, for wastefully opening and parsing unlock.vvv twice instead
of once. In either case, you're doing something twice and wasting work.
Otherwise a NO_CUSTOM_LEVELS build would fail. Also I got rid of the
'graphics.flipmode = false;' in the fixed loop because I don't think it
does anything.
This is needed for the next step. I want to put all the loop stuff in
their own functions so the code isn't one huge blob, but to do that I'll
need to make 'time' a global variable, but I can't do that because
actually 'time' is already a function, apparently, and you're only
allowed to shadow variables when already inside a function.
Like actual entities, editor ghost colors were updating every render
frame instead of logic frame. So just like actual entities, I added a
realcol attribute to them that editorrender() uses instead, and added
code to update said realcol attribute in editorlogic(). That way the
colors don't go by too quickly (especially the death color).
Just like all the other fixes, the variable that controls the amount of
ghosts to show was being updated every render frame instead of every
logic frame.
This is because due to the game loop changes in this over-30-FPS patch,
editorrender() can be called and undo graphics.backgrounddrawn being set
to false once again. Solution here is to make it so it keeps being set
to false until game.shouldreturntoeditor is turned off, which has also
been moved to editorlogic().
This is to make sure no lerping occurs in 30-FPS mode, otherwise things
might look weird. A good case that this fixes is how entities look in a
double-gotoroom (they should be completely frozen in 30-FPS mode).
There is now an option in "graphic options" named "toggle fps", which
toggles whether the game visually runs at 1000/34 FPS or over 1000/34
FPS. It is off by default.
I've had to put the entire game loop in yet another set of braces, I'll
indent it next commit.
What happens here is that the entity gets created and then gets
immediately updated on the next frame, but there's no time for their
walkingframe of 0 to be rendered, so it'll look like they have just
started with walkingframe 1. However in the delta-timestep rendering
it'll render with walkingframe 0. So we need to fix their drawframe and
increment it when creating them.
Looks like mapclass::changefinalcol() is called whenever you enter a
room in Outside Dimension VVVVVV.
mapclass::changefinalcol() changes the tile, but it doesn't update their
drawframe. So after that function is called, update their drawframe.
If you update their drawframe while inside that function, then when the
platform actually cycles color it'll cycle backwards quickly sometimes,
which is not ideal.
When I loaded the room where Vitellary is in Space Station 2, I saw this
1-frame glitch happen despite my previous efforts to prevent it. So now
it's fixed.
This is because otherwise, on my Linux system at least, the game will
take up a lot of CPU that it doesn't really need to (I only have a 60hz
monitor).
On Windows, it looks like Windows already enforces V-sync for
applications anyway, unless they have exclusive fullscreen control.
Linux doesn't enforce V-sync on apps and lets them take up as much CPU
as they want, so I'm putting this here to limit the framerate.
The game is already actually 30 FPS anyway, the nice smooth FPS is just
visual. V-sync won't introduce any more "input lag" than already exists.
By "hidden names", I'm referring to "Dimension VVVVVV" and "The Ship"
popping up on the quit/pause/teleporter screens, even though those rooms
don't have any roomnames.
Apparently my commit to fix roomname re-draw bleed on the
quit/pause/teleporter screens exposed yet another hardreset()-caused
bug. The issue here is that since hardreset() sets game.roomx and
game.roomy to 0, map.area() will no longer work properly, and since the
hidden roomname check is based on map.area(), it will no longer display
"Dimension VVVVVV" or "The Ship" once you press ACTION to quit. It used
to do this due to the re-draw bleed, but now it doesn't.
I saw that roomnames didn't get reset in hardreset(), so the solution
here is to re-factor hidden names to be an actual variable, instead of
being implicit. map.hiddenname is a variable that's set in
mapclass::loadlevel(), and if isn't empty, it will be drawn on the
quit/pause/teleporter screens. That way it will still display "Dimension
VVVVVV" and "The Ship" when you press ACTION to quit to the menu.
EDIT: Since PR #230 got merged, this commit is no longer strictly
necessary, but it's still good to refactor hidden names like this.
As much as it looks cool to have a slowly-scrolling background on the
title screen, it's quite annoying that slowmode applying on the title
screen mean that your keypresses are less responsive.
This adds Graphics::crewcolourreal(), which is like the
entityclass::crewcolour() that the editor already uses, except for the
real color instead of the color ID. Also, editorclass now has an
attribute `entcolreal` so enemy colors don't update more than 30 frames
a second.
The solution is to draw another row of incoming textures. And also just
draw another row of textures when the background needs to be redrawn,
otherwise it'll flicker when the color changes while you're holding down
ACTION.
To fix this, I draw another row/column of incoming textures. But of
course, I have to extend the size of the towerbuffer, otherwise the
incoming textures will just be gone.
This could happen if you held down ACTION in the credits, looks like the
background doesn't keep up for some reason. That's another bug to fix,
but at least I can fix this overdraw.
This is only noticeable if you have a font with translucent pixels, like
I do. But it gets really noticeable really quickly with this over-30-FPS
patch because the render functions are continuously called every
delta-timestep. To prevent this, just fill the backbuffer with black
before rendering anything.
There's still a problem in that the flickering that would lead to this
overdraw in the first place still exists. But at least if it'll flicker,
it'll flicker black and not overdraw.
Currently it interpolates it based on the current state of game.swngame,
but when game.swngame changes the interpolation doesn't know that it has
JUST changed or anything. So add a kludge variable to fix this
off-by-one.
This was especially noticeable in slowmode, where after going to an
adjacent room, it would look like they stopped for a split second. This
commit makes it so they smoothly continue their journey after switching
rooms.
The integer cast is to round off any fractional part of the velocity so
that they don't make a difference and result in the oldxp/oldyp being
one pixel off. Especially since the player's y-velocity fluctuates while
standing unflipped on the floor.
Incidentally enough, this seems to only have been a problem with screen
transitions for some reason. No other uses of gotoroom() (such as the
one where gotoroom() is called every other frame, or every frame) seem
to have resulted in this "pausing" behavior, or at least a reversion
back to 30 FPS movement. I don't know why.
Otherwise it'll go by too quickly.
Also something subtle here - I didn't make it conditional on
game.advancetext, so now it'll still decrement even if you have
advancetext up.
This makes editor notes fade out smoothly. And even though the notedelay
only gets decremented by one every editor-frame (the editor runs at
1000/24 FPS fixed-timestep here), it actually gets multiplied by 4, so a
floating-point interpolated value would make a difference here.
This is because their oldxp wasn't being updated when they move (or
rather, teleport) and wrap around the screen.
These enemies are ZZT centipedes, but they're referred to as ASCII
snakes in comments in the code.
These colors were of the colors of each crewmate, the inactive crewmate
color, and the color of the trinket and clock on the quicksave/summary
screens.
These colors all used fRandom() and so kept updating too quickly because
they would be recalculated every time the delta-timestep render function
got called, which isn't ideal. Thus, I've had to add attributes onto the
Graphics class to store these colors and make sure they're only
recalculated in logic functions instead.
Thankfully, the color used for the sprites on the time trial results
screen doesn't use fRandom(), so I don't have to worry about those.
There's a new version of Graphics::drawsprite() that takes in a pre-made
color already, instead of a color ID. As well, I've also added
Graphics::updatetitlecolours() to update these colors on the title
screen.
Okay, so the problem here is that Graphics::setcol() is called right
before a sprite is drawn in a render function, but render functions are
done in deltatime, meaning that the color of a sprite keeps being
recalculated every time. This only affects sprites that use fRandom()
(the other thing that can dynamically determine a color is help.glow,
but that's only updated in the fixed-timestep loop), but is especially
noticeable for sprites that flash wildly, like the teleporter, trinket,
and elephant.
To fix this, we need to make the color be recalculated only in the
fixed-timestep loop. However, this means that we MUST store the color of
the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the
color calculation will just be lost or something.
So each entity now has a new attribute, `realcol`, which is the actual
raw color used to render the sprite in render functions. This is not to
be confused with their `colour` attribute, which is more akin to a color
"ID" of sorts, but which isn't an actual color.
At the end of gamelogic(), as well as when an entity is first created,
the `colour` is given to Graphics::setcol() and then `realcol` gets set
to the actual color. Then when it comes time to render the entity,
`realcol` gets used instead.
Gravitron squares are a somewhat tricky case where there's technically
TWO colors for it - one is the actual sprite itself and the other is the
indicator. However, usually the indicator and the square aren't both
onscreen at the same time, so we can simply switch the realcol between
the two as needed.
However, we can't use this system for the sprite colors used on the
title and map screen, so we'll have to do something else for those.
In order to make sure colors don't update more than 1000/34 frames per
second, I'll have to move the color-setting part of this function
somewhere else.
Just a small thing, but if you teleported out of a tower with the
top/bottom screen spikes being onscreen (by dying, for example), they
would retract once you went back in to a tower. Small little thing, but
it's a good thing to polish.
Otherwise, the tile animations will go too fast. However, the overall
color cycling hasn't been going fast, since it was never in gamerender()
in the first place.
When you pressed and released ACTION to speed up the credits, the
credits position would end up being 1 frame off from the background.
This is due to the fact that we update the tower background after we
update the credits position, so this commit moves the tower background
update before the credits position update.
These special images are the crewmates, Level Complete, and Game
Complete images. They flashed depending on if you were lucky and
happened to got your delta-timesteps just right when text boxes were
fading in and out.
Honestly, I'm surprised text box fading in/out hasn't ran into this
issue before. It's insane luck that this issue hasn't occurred before or
anything.
Well, anyways, to fix this, there's now an attribute `allowspecial` on
text boxes, and an optional parameter of the same name for
Graphics::createtextbox(). This attribute is the only thing that will
let these special text box images render. And any createtextbox()es that
utilize these special images have been updated accordingly.
By "frame" here I'm referring to the fixed-timestep, not a visual
delta-timestep.
Anyway, the problem is because crewmates' drawframes wait for
entityclass::animateentities() to be called in gamelogic(). In the
old, 30-FPS-only system, this entityclass::animateentities() would be
called in gamerender(), before any actual rendering would take place.
However, I've had to move it out of gamerender() because otherwise
entities would animate too fast. As a result, since gamerender() could
be called in between the entity creation and gamelogic(), a
less-than-1-frame visual glitch could happen.
The solution is to set the entity's drawframe as well when fixing facing
the player in Map.cpp.
Incidentally enough, this de-duplicates the amount of times this code
has been copy-pasted from 4 times to 2.
Anyways, this makes it so the crew don't go lightning fast on the
summary screen, the NDM game-over screen, the NDM win screen, and the
pause screen in the main game. It was slightly hilarious seeing them go
really quickly, actually. It was like they were running away from a
giant monster or something.
Just to make sure it's extra smooth. Not that it will be noticeable, and
you can't access the Secret Lab in slowmode without modifying the game,
but it's nice to have this.
Otherwise it'll go by really fast and rapidly pulsate. To the point
where it seems like it would be an epilepsy trigger, although I
wouldn't know anything about epilepsy other than that it's bad.
Ok, now THIS takes the cake for "only really noticeable in slowmode",
because it only ever moves at 1 pixel per second. And even then,
slowmode shouldn't apply on the title screen, so it won't even show up
there once I get around to doing that change.
This is so the background doesn't NYOOOOM past at light speed. Although
for a game set in space like VVVVVV, light speed ain't bad.
And this finally requires that editorlogic() have a call to
Graphics::updatebackground().
To make it real smooth, just in case it was noticeable that it only
updated at 1000/34 FPS before (well, except in slowmode, it's really
noticeable THERE).
Also this removes the re-typing out of (game.act_fade/10.0f) for every
single R, G, and B in gamerender().
This makes text boxes fade in and out pretty smoothly.
This requires that the textboxclass::setcol() be in Graphics::drawgui(),
so now it's moved there.
Text box fading is only really noticeable if you're playing in slowmode.
This has to be done in order to fix rendering when on a conveyor or
moving platform and actively moving with or against it. Pretty sure this
shouldn't break anything, oldxp/oldyp is mostly visual after all (and by
the time it's used for gravity line collision checking,
updateentitylogic() would've already gotten around to it anyway).
Incidentally, this also fixes a jitter that would occur if you were
moving at the time you died or collected a trinket or custom crewmate,
due to the game temporarily freezing and either doing deathsequence or
completestop.
Now it's really, really smooth. Except for like the last frame when it
goes down, which I sometimes didn't notice (but maybe it didn't happen
every time due to being lucky on the delta timesteps or something,
whatevs.)
Since "if (graphics.resumegamemode)" and "if (menuoffset > 0)" both do
the same thing, they've been combined with an "or" conjunction.
As well, the map.extrarow check in maplogic() has been refactored to use
a variable instead of duplicating the entire code block. Not that it
matters anyway, because the difference between 240 and 230 is only 10
pixels, far short of the 25 pixel increment that bringing the menu up
and down uses, and both 240 and 230 integer-divided by 25 have the same
non-remainder value of 9.
Otherwise the screen will shake too fast for my liking.
Also I'm planning to add an FPS limiting option later (because right
now, un-capping the FPS is pretty wasteful and eats up lots of
resources, especially since I have only a 60hz monitor), and it'd feel
weird if screen shaking updated every delta timestep.
This fixes entities being drawframe 0 for 1 frame when being first
created. Incidentally, this also fixes entities created during
completestop being the player sprite, too, which is something not many
people notice.
For some reason, it was put near the start of gamerender(), even though
since it handles edge-flipping it seems like it should be in the logic
function already.
This makes sure entity animations don't animate as fast as possible, and
also fixes edge-flipping on normal surfaces.
This prevents undefined behavior because we use oldxp/oldyp to do linear
interpolation.
It's also initialized in entclass::entclass(), just to be sure. And I've
deduplicated the regular xp/yp initialization in createentity(), too.
I've added a function Graphics::lerp() which simply interpolates between
two values given a certain alpha value. It's just like drawing a
straight line between two points.
Also, Graphics now has an `alpha` attribute, and it is set on every
deltatime update to be used in linear interpolation.
Ok, and this is where the fun starts.
In an ideal world, this would be the end of this patch. However, of
course, there are many, MANY places in the game that update
fixed-timestep timers DIRECTLY inside the render function, which is not
ideal because it means those timers go super fast.
I'll have to fix those later.
Ok, NOW indent it. I didn't indent it previously because the diffs are
annoying to read if there's an indent that doesn't otherwise change
anything (and even now it's pretty annoying to read).
Alright, this is the start of the over-30-FPS patch!
First things first, we'll need to make it possible to have a separate
deltatime loop outside of the fixed timestep loop. And for that, we
can't be using SDL_Delay(), as SDL_Delay() (as you might imagine) blocks
the whole program.
Instead we'll be using this thing called an accumulator. It looks at how
long the previous poll took (the raw deltatime), and lets timesteps pass
accordingly.
On a side note, I've had to split the `time` and `timePrev` declaration
each onto their own separate line, otherwise there's undefined behavior
from `time` not being initialized.
I use `accumulator = fmodf(...)` instead of `accumulator -=
timesteplimit` because otherwise it'll fast-forward if it's behind,
which is a jarring thing to see.
Also in preparation for what's going to come down the over-30-FPS road,
I've also added `deltatime` and `alpha`. `deltatime` is going to be used
if the game is in slowdown mode, and `alpha` is going to be used for
linear interpolation of animations.
By the way, what was the main game loop previously (and is now the new
timestep loop) is now in an extra set of curly braces, but I haven't
indented it yet to reduce the noise in this commit.
This prevents being able to "roll over" the amount of minutes to 0 (by
simply waiting for the timer to tick past one hour) and being able to
get a result of 00:13 when your result is really 01:00:13.
By looking only at the minutes, the game would read 01:00:13 as 00:13
instead. So simply add the amount of hours to the time trial result.
This is needed for MinGW when compiling C++98, apparently. I put it in
an if-guard because otherwise there'll be a warning from MY compiler
about redefinitions.
If you exited to the menu normally (i.e. got on a code path that went
through Game::quittomenu()), the menu music wouldn't play. This is
because FILESYSTEM_unmountassets() was put after music.play(6). So the
game would play the custom level's track 6, and then unmount it, which
meant it could no longer play track 6, but there's nothing telling the
game to play track 6 again. So I just changed the frame ordering around.
I also added a comment to make sure anyone reading the code is aware of
the frame order dependency.
If you exited from the editor, custom assets would not be unmounted. But
I made sure to put the FILESYSTEM_unmountassets() before the
music.play(6) because otherwise the menu music wouldn't play.
You could also exit to the menu from a custom level using the
rollcredits() command, so I made sure to put a
FILESYSTEM_unmountassets() when returning to the menu from the credits
as well. I also made sure to put it before the music.playef(18) so
there's no risk of the sound effect not playing properly, or not playing
the non-level-specific one.
I added a comment to both FILESYSTEM_unmountasset()s to make sure anyone
reading the code is aware of the frame order dependency.
This is really awful, but there's not much we can do.
TinyXML-2 no matter what will never stop on newlines, so without
changing the XML parser, this is the best we can do - just remove the
"\n " (that's a linefeed plus exactly 12 spaces) if it
appears at the end of the contents of an edentity tag.
Also a giant comment for good measure.
Looks like duplicate player entities persisting across rooms is a
semi-useful feature used by some levels. Still, though, it's a bit of a
nuisance to have duplicate player entities persisting across game
sessions. And levels can't rely on this persistence anyway, anyone could
just close the game and re-open it to get rid of the duplicate entities
regardless.
If a trinket or crewmate ID is out-of-bounds, it will not be created.
This is not only because the `collect`/`customcollect` check in
entityclass::createentity() would then be out-of-bounds, but also
touching it would also be out-of-bounds, too.
Display trinkets will always be created if the ID is out-of-bounds.
Apparently some people (@AllyTally) have been creating display trinkets
with IDs of -1 in order to get a display trinket that always shows up,
which is rather horrifying. But it makes sense, there's a lot more
nonzero int values than there are the amount of int values that are
zero, so it's fairly likely that the `collect` check will always come up
to be true (nonzero). Also, it's more useful to be able to have a
display trinket that always shows up without having to collect a trinket
beforehand, than it is to have it not be created (because technically by
default, you're already in the world where you don't have it created).
Display trinkets still have their `para` set to their ID, though, and if
they managed to gain an `onentity` of 1, bad things could happen... So
just to be sure, I added INBOUNDS checks to crewmates and trinkets in
entityclass::updateentities() so no UB will happen if you collect a
crewmate/trinket with an out-of-bounds ID. Also, I de-duplicated the
`collect`/`customcollect` setting, too.
The flashy color of the elephant can be hard on people's eyes,
especially if they're the type who want screen effects disabled because
they might have epilepsy. The elephant takes up a good 3/4ths of the
screen, you know. If screen effects are disabled, the elephant will use
color 22, which is a neutral gray.
I'm only adding this because the VVVVVV speedrun mods (@tzann, @mohoc)
invalidate all runs that have the elephant texture removed, even though
many people would be looking at a potentially epilepsy-inducing image
many times a day grinding 100% speedruns. (Imo, their justification for
this is flimsy at best.)
The only class that actually needs its i/j/k kept is scriptclass,
because some custom levels rely on it for creating custom activity
zones. So I haven't touched that.
Other than that, there's no chance that anything important relies on
i/j/k in any other class. For that to be the case, it would have to use
i/j/k without initializing it beforehand, and that can simply be
detected by removing the attribute from the header file and seeing where
the compiler complains. And the compiler complains only about cases
where it's initialized first. (Note that due to this check, I *haven't*
removed Graphics's `m` as it precisely does exactly this, using it
without initializing it first.)
Interestingly enough, otherlevelclass and towerclass have unused i/k
variables for whatever reason.
This prevents the game from being saved if you manage to trigger a
savetele() during a "special" gamemode (like if you use the Gravitron
out-of-bounds glitch when replaying Intermission 2, then go to Game
Complete that way).
If you don't have a font.txt, it could happen that a font index is
requested that's out-of-bounds. And that would result in a segfault. So
to fix that I'm adding INBOUNDS checks to all functions that index the
fontmap.
This fixes indexing out-of-bounds in the functions that draw all the
special images such as the elephant and teleporters. Let's make sure the
game doesn't segfault.
I tracked down all the functions that took in an entity's drawframe and
made sure that no matter what value an entity's drawframe was, the game
would never segfault.