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Commit Graph

80 Commits

Author SHA1 Message Date
Misa
3d674a6550 Rename time to time_
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.
2020-06-19 09:05:48 -04:00
Misa
18ecc00d6d Set alpha to 1 in 30-FPS-only mode
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).
2020-06-19 09:05:48 -04:00
Misa
694e8f42ab Add VSync graphics option, off by default
This is if you want delta-timesteps to go as quickly as possible. Also
it seems like on Windows this only has an effect in exclusive fullscreen
mode.
2020-06-19 09:05:48 -04:00
Misa
179315c889 Indent game loop yet again
This is because in the previous commit I put braces around it because I
needed to have a delta-timestep limiter.
2020-06-19 09:05:48 -04:00
Misa
7f526f3ef2 Add being able to toggle over/fixed-30-FPS, off by default
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.
2020-06-19 09:05:48 -04:00
Misa
b5b958561c Move preloader update code to new function preloaderlogic()
Otherwise the preloader will go by way too quickly.
2020-06-19 09:05:48 -04:00
Misa
97b8e062ff Move analogue mode filter update logic to fixed-timestep loop
Otherwise if the analogue filter is scrolling, it'll scroll by REALLY
fast.
2020-06-19 09:05:48 -04:00
Misa
2333087c27 Remove duplicate -renderer option
Guess this was here from when Leo added command-line playtesting.
2020-06-19 09:05:48 -04:00
Misa
4be18ff9fe Add v-sync hint
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.
2020-06-19 09:05:48 -04:00
Misa
c009ab67d9 Make slowdown only apply in GAMEMODE/MAPMODE/TELEPORTERMODE
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.
2020-06-19 09:05:48 -04:00
Misa
1e81aef58a Fix flickering on bottom/right of screen with H/V warp BGs
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.
2020-06-19 09:05:48 -04:00
Misa
c7d3a684ea Interpolate horizontal warp BG
So that it's really, really smooth. Only noticeable in slowdown mode,
though.
2020-06-19 09:05:48 -04:00
Misa
40cedc8c94 Move general oldxp/oldyp updating to just before gameinput()
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.
2020-06-19 09:05:48 -04:00
Misa
8fde6f28a3 Update screenshake position in fixed-timestep loop
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.
2020-06-19 09:05:48 -04:00
Misa
6655ae418c Update cutscene bars in fixed-timestep loop
This prevents cutscene bars from going really really fast.
2020-06-19 09:05:48 -04:00
Misa
4f4d400ce0 Add linear interpolation of rendered entities
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.
2020-06-19 09:05:48 -04:00
Misa
fd44098f38 Move render functions to outer deltatime loop
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.
2020-06-19 09:05:48 -04:00
Misa
c63036fcd3 Indent timestep loop
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).
2020-06-19 09:05:48 -04:00
Misa
e2fe2d4c2b Replace SDL_Delay() with an accumulator
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.
2020-06-19 09:05:48 -04:00
Misa
51d852601d Remove passing around pointer to gameScreen from KeyPoll::Poll()
Makes for cleaner code this way.
2020-06-13 14:50:33 -04:00
Misa
30bcc08bec Move gameScreen off of the stack and onto the heap
Just so it can be properly used globally like all the other classes.
2020-06-13 14:50:33 -04:00
Misa
60a2e100fc Fix 'if (key.resetWindow)' indentation
It was being indented with tabs instead of spaces.
2020-06-13 14:50:33 -04:00
Ethan Lee
a15d01ad80 Fix fullscreen focus behavior 2020-06-13 10:35:05 -04:00
Ethan Lee
506628cef1 Revert "Fix unfocusing the game while in fullscreen mode"
This reverts commit c322ae131e.
2020-06-13 10:23:52 -04:00
AllyTally
eb52657c23 Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.

[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-12 19:11:48 -04:00
Ethan Lee
b2f842376b Avoid calling music.init on startup, reloadresources does this 2020-06-12 16:24:21 -04:00
Fussmatte
b7a2cc1c22 Removed another stray line 2020-06-03 15:35:39 -04:00
Fussmatte
e67d6d49c3 Fixed a few vector initialisation errors 2020-06-03 15:35:39 -04:00
Fussmatte
aaa25c7b47 Fixed some custom asset bugs, added .zip level loading
Main game would retain custom level assets, now fixed. Also, custom fonts load properly. Finally, levels can be stored as a zip and placed in the levels folder, with the .vvvvvv file at the root of the zip and custom asset folders (graphics, sounds etc) also at the root.
2020-06-03 15:35:39 -04:00
Matt Aaldenberg
b217fec3aa
Per-level custom asset loading functionality (#262) 2020-05-31 19:31:02 -04:00
Misa
99562075c5 Don't draw "Game paused" when in blackout mode
Blackout mode doesn't work properly, because the game doesn't actually
black out the screen, it merely stops drawing things. Oh and only some
things at that, some other things are still drawn. This results in a
freeze-frame effect, which is apparently fixed in the Switch version.
Custom levels utilize this freeze-frame effect, so it's a bit annoying
that the "Game paused" screen draws on top of it and makes it so that
the freeze-frame freezes on "Game paused" until blackout is turned off.

So I'm making it so that "Game paused" doesn't get drawn in blackout
mode. However it will still do graphics.render() because otherwise it'll
just result in a black screen.
2020-05-19 21:37:40 -04:00
Misa
0e082551b1 De-duplicate screen effects timer decrementing
The code to decrement the timers for flashing and shaking is now handled
outside the game-gamestate case-switch, instead of having to be
duplicated inside each render function.

As a bonus, I made it so the timer decrements even if screen effects are
disabled. This is to prevent any theoretical situation where the timer
can "pile up" due to disabled screen effects not letting it tick down.
2020-04-27 15:07:58 -04:00
Misa
b26e94b919 Simplify GAMEMODE loop
Now that towers no longer use separate functions, we can remove the
map.towermode conditional.
2020-04-26 19:07:40 -04:00
Misa
53bad3bcaf Merge towerrender() into gamerender()
This removes a lot of duplicate code, which towerrender() mostly
consisted of, even though the only difference is that it draws a
separate map and screen edge spikes are drawn.
2020-04-26 19:07:40 -04:00
Misa
c040ceda29 Merge towerlogic() into gamelogic()
This doesn't change anything functionality-wise, but it does remove a
lot of duplicate code, which makes it easier to work on.
2020-04-26 19:07:40 -04:00
Misa
841bfb7eae Fix music not being silent during trinket/crewmate collect
Looks like I forgot to test that my music silencing patch didn't break
the music being silent during the "You have found a shiny trinket" and
"You have found a shiny crewmate" text boxes. So I've added a check for
game.completestop in the music handling in main.cpp.

Found this bug while I was testing my towerlogic/gamelogic merge patch.
2020-04-26 19:07:40 -04:00
Misa
58e512d001 Fix weird bracketing in game.gamestate switch-case
It looks like one bracket got out-of-place for whatever reason. This
doesn't affect the case-switch at all, due to how case-switches work,
but it's still weird to look at.

Indentation has been updated accordingly.
2020-04-19 20:51:35 -04:00
Misa
4bea40fc22 Pause all audio output when the game is unfocused
Some custom levels have their own custom music and sync that music to
scripted cutscenes, which is actually pretty impressive. However,
they've always run into a small thorn, which is that you can easily
desync the music by unfocusing the game, because the audio will keep
playing when the game is unfocused.

This should remove that thorn by pausing the audio on unfocus, and
resuming when focused, so that the music can no longer desync, but you
can still pause the game by unfocusing it.

This is yet another feature in VCE that hasn't been upstreamed until
now.
2020-04-19 20:51:35 -04:00
Misa
2016ee1b60 Use an 'else' instead of re-checking 'game.muted' again
Makes the code easier to read and parse.
2020-04-19 20:51:35 -04:00
Misa
9db96f004b Remove Game::globalsound
It looks like this variable was originally intended to keep track of th
volume of the game, but then it was used as a boolean in main.cpp to
make sure the game didn't call Mix_Volume() and Mix_VolumeMusic() every
frame.

However, it is now a problem, because I put the music mute handling code
in the very branch that game.globalsound protects against, but since
game.globalsound is here, if I mute the music, then mute the whole game,
then unmute the music, and then unmute the whole game, sound effects
will no longer be muted but the music will still be muted, until I mute
and unmute the whole game again. This is annoying and inconsistent, so
I'm removing this check from the 'if (!game.muted)' branch.

Plus, given that the Mix_VolumeMusic() and Mix_Volume() calls happen
every frame if the game is muted anyways, it doesn't seem to be a
problem to call these every frame.
2020-04-19 20:51:35 -04:00
Misa
c176127529 Remove useless attributes m_globalVol, set/getGlobalSound from Game
These do basically nothing. The only time they're used is
getGlobalSound() in an if-statement in main.cpp, but all that
if-conditional does is call setGlobalSound() anyway, which is something
that doesn't really have any side effects. So I'm removing these vars to
simplify the code.
2020-04-19 20:51:35 -04:00
Misa
aacd39f5c6 Add "Press N to mute music only" to "Game paused" screen
Because there's a "Press M to mute in game" hint, I'll add a "Press N to
mute music only" hint as well to be consistent.
2020-04-19 20:51:35 -04:00
Misa
43b1b71da1 Add being able to mute the music by pressing N
This is for people who want to use their own soundtrack while playing
the game, but who don't want to mute the sound effects as well.

This feature was added to VCE, but it was added in the strangest way. It
was made an option in "game options" instead of being a keybind, and I
don't know why.
2020-04-19 20:51:35 -04:00
Misa
4ace8d15be Fix NO_CUSTOM_LEVELS builds breaking after command-line playtesting 2020-04-17 15:41:48 -04:00
leo60228
94b2ebd55c
Implement command-line playtesting (#163) 2020-04-09 15:03:24 -04:00
Misa
37a3670dde Rename titlerender.cpp to Render.cpp
This also renames titlerender.h to Render.h, and updates all references
to titlerender.cpp accordingly.
2020-04-04 02:05:41 -04:00
Misa
134510d26a Remove remnants of screen recording stuff
Most of the code was already commented out, and those comments were
removed in earlier commits, but this removes all recording variables
from Game and simplifies the game-gamestate handling in main.cpp a
little bit.
2020-04-03 10:40:50 -04:00
Misa
fd21fbb341 Remove outdated comments from main.cpp
Mostly comments from all the global args were not-so-global args, along
with input recording.
2020-04-03 10:40:50 -04:00
Misa
9a3a8bf2be Fix mixed indentation in main.cpp
Also fix the indentation of preprocessor statements.
2020-04-03 10:40:50 -04:00
Misa
e722251ebe Remove useless function Screen::ClearScreen()
This function does not clear the screen at all, it does absolutely
nothing.
2020-04-03 10:40:50 -04:00