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138 commits

Author SHA1 Message Date
Misa
a60cdb3ab7 Fix the 2nd to 4th tiles of moving plats rendering offset from 1st tile
This commit fixes a bug where the second, third, and fourth tiles of
moving platforms would render offset from the first tile if the moving
platform hit the top or left edge of the screen.

This is due to the fact that SDL_BlitSurface() will end up changing the
coordinates of the rectangle we pass to it to be 0 if they're negative,
but only after it's already been drawn. Previously, we kept re-using the
same rectangle each time we drew each segment of the moving platform,
but since it only changes the draw rectangle after it's already been
drawn, the first tile shows up fine, but not the rest of the tiles,
hence resulting in an offset.

To fix this, we do the same thing as we did for drawing the "really big
sprite" (size-type 9): just reset the rectangle we use every time we
draw a segment of the moving platform.
2020-04-25 18:20:33 -04:00
Misa
da612de1f4 De-duplicate size-type 2/8 drawing by putting them together
They're literally the exact same thing, except one is 4 and the other
has an 8. No need to have all that copy-pasted code.

Actually, the only other difference was that size-type 8 set the
drawRect to sprites_rect instead of tiles_rect for some reason? Even
though it doesn't matter, anyway, because SDL_BlitSurface() only cares
about the X and Y you pass it, not the width and height, which is the
only difference between tiles_rect and sprites_rect.

To make sure that people wouldn't wonder where size-type 8 went if they
saw a blank space between size-type 7 and size-type 9, I kept the
size-type 8 conditional, but inside it is just a comment telling you to
go to size-type 2.
2020-04-25 18:20:33 -04:00
Misa
2f180bb6df De-duplicate repeated size-type 2/8 tile drawing with a for-loop
For some reason, previously it looked like this was a for-loop that was
manually unrolled (or never rolled up in the first place).
2020-04-25 18:20:33 -04:00
Misa
a6c1d13603 De-duplicate map.custommode check when drawing size-type 2/8 entities
Instead of copy-pasting all the BlitSurfaceStandard()s all over again,
just make the referenced vector a pointer that changes depending on
map.custommode.
2020-04-25 18:20:33 -04:00
Misa
6e0b267aac Draw first-pass of H/V warp BGs 3 pixels to the left
There's a noticeable seam in the horizontal and warp backgrounds
whenever you enter a new room. Entering a new room triggers the game to
re-draw the entire warp background instead of simply scrolling what it
already has. This seam is the result of the initial background draw
being misaligned with the rest of the scrolling.

If you get out your measuring tools, you'll see that it's misaligned by
exactly 3 pixels (this applies to both horizontal and vertical warping).
If you look at the part of the code where the game draws fresh warping
textures after scrolling the existing ones offscreen, you'll see it
starts with an offset of 317, which is exactly 320 minus 3. And for
vertical, it uses 237, which is exactly 240 minus 3.

This is where the misalignment comes from. Since the incoming textures
are drawn 3 pixels to the left, but the initial draw isn't, this results
in a misalignment and causes the seam.

To fix this, draw the initial draw of the horizontal and vertical warp
backgrounds 3 pixels to the left.
2020-04-25 15:50:09 -04:00
Misa
85b16b969a Add a "previous page" option to the levels list
This makes it more convenient if you have a large levels directory, as
some people in the VVVVVV custom levels community do.

On the first page, this option will change to be "last page" instead.

Since the addition of another menu option pushes up the list of levels
too close to the selected level data itself, I've had to move the list
of levels down by 4 pixels (but "next page"/"previous page"/"return to
menu" are still in their same position).

This feature was already added to VCE but hasn't been upstreamed until
now.
2020-04-17 15:41:48 -04:00
Misa
511de0c5c1 Refactor menu creation code
Firstly, menu options are no longer ad-hoc objects, and are added by
using Game::option() (this is the biggest change). This removes the
vector Game::menuoptionsactive, and Game::menuoptions is now a vector of
MenuOption instead of std::string.

Secondly, the manual tracker variable of the amount of menu options,
Game::nummenuoptions, has been removed, in favor of using vectors
properly and using Game::menuoptions::size().

As a result, a lot of copy-pasted code has been removed from
Game::createmenu(), mostly due to having to have different versions of
menus depending on whether or not we have certain defines, or having an
mmmmmm.vvv file inside the VVVVVV directory. In the old days, you
couldn't just add or remove a menu option conveniently, you had to
shuffle around the position of every other menu option too, which
resulted in lots of copy-pasted code. But now this copy-pasted code has
been de-duplicated, at least in Game::createmenu().
2020-04-17 15:41:48 -04:00
Misa
09c9a6b862 Refactor text box contents to not use a separate length-tracker
This removes the variable numlines from each text box object, in favor
of using line.size().
2020-04-03 23:28:47 -04:00
Misa
2ec1080b3d Remove remnant of 'active' if-conditional
This commit removes that 'if (true)' and unindents everything in
drawgui() by one level.
2020-04-03 23:28:47 -04:00
Misa
bc0d22eec6 Refactor text boxes to not use the 'active' system
This removes the variables graphics.ntextbox, as well as removing
'active' from each text box object. Thus, all text boxes are really
real, and you don't have to check its 'active' variable.
2020-04-03 23:28:47 -04:00
Misa
0127a84698 Move text box fadeout removal to Graphics::drawgui()
Something that's slightly annoying is that in order to make the vector
of text boxes be properly used, the text box cannot remove itself.
Because the text box does not know it's in a vector. So move the removal
of the text box to drawgui() instead.
2020-04-03 23:28:47 -04:00
Misa
b1b1474b7b Refactor entities and linecrosskludge to not use the 'active' system
This removes the variables obj.nentity and obj.nlinecrosskludge, as well
as removing the 'active' attribute from the entity class object. Now
every entity you access is guaranteed to be real and you don't have to
check the 'active' variable.

The biggest part of this is changing createentity() to modify a
newly-created entity object and push it back instead of already
modifying an indice in obj.entities.

As well, removing an entity now uses the new obj.removeentity() function
and removeentity_iter() macro.
2020-04-03 23:28:47 -04:00
Misa
b4937ff8d5 Remove outdated comments from Graphics.cpp
This removes a bunch of commented-out code that was clearly kept from
the Flash version, even though the Flash graphics API is much different
than SDL's. Also removes a bunch of TODOs that either say nothing, or
say something whose meaning has been totally lost to time due to being
completely vague, or something that's already been done and someone
forgot to remove the TODO.
2020-04-03 10:40:50 -04:00
Misa
f7ff076074 Move tempstring off of Graphics, Game, and UtilityClass
Unlike, say, the scriptclass i/j/k stuff, these tempstrings are only
purely visual, and there's no known glitches to manipulate them anyway.
Thus I think it's safe to make this cleanup.
2020-04-03 10:40:50 -04:00
Misa
3943e160de Fix mixed indentation in Graphics.cpp
To reiterate, I just want to remove the mixed indentation that just
randomly pops up in the middle of a file, because it gets annoying.
Thus, the indentation of a particular piece of code should simply match
the surrounding code. And I consider it completely fine that this file
switches from indenting 4-wide spaces to tabs starting from
Graphics::setcol() onwards. I don't think it's worth it to untabify
Graphics::setcol() and below.
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
Misa
6a28c5de30 Remove unused arguments from Graphics::drawtile2()
The 'r', 'g', and 'b' arguments do absolutely nothing. Except unlike
Graphics::drawtile(), there's only one version of Graphics::drawtile2(),
so just remove those args and update callers.
2020-04-03 10:40:50 -04:00
Misa
5c60b8df5f Remove unused arguments from Graphics::drawtile()
The 'r', 'g', and 'b' arguments do absolutely nothing, even though
they're used in the version of Graphics::drawtile() that's more used. So
delete the other version without those extra arguments, and then remove
the extra arguments from the remaining version. And then update callers.
2020-04-03 10:40:50 -04:00
Misa
af8d7345c9 Remove unused arguments from Graphics::Hitest()
The two arguments 'col' and 'col2', both the only integer arguments of
the function, do absolutely nothing. Remove those and update callers.
2020-04-03 10:40:50 -04:00
Misa
2826bd828c Remove global args from Graphics
This removes global args from all functions on the Graphics class.
Callers of those functions in other files have been updated accordingly.

Of course, since Graphics.cpp is already in the Graphics namespace,
I do not need to change all 'dwgfx' to 'graphics' in Graphics.cpp.
2020-04-03 10:40:50 -04:00
Matt Penny
4ccb48f440 Use uint32_t instead of char32_t 2020-02-11 06:02:35 -05:00
AllyTally
6b1a7ebce6 Make "[Press ENTER to return to editor]" fade out after a bit
This makes the "[Press ENTER to return to editor]" fade out after a few frames, allowing screenshots of custom levels to be cleaner and to make sure nothing is obscured while the user is editing their level.
This commit also adds alpha support in BlitSurfaceColoured, where it takes into account the alpha of the pixel *and* the alpha of the color.
`graphics::getRGBA(r,g,b,a)` was added to help with this.
2020-02-09 22:31:33 -04:00
Info Teddy
d61d4f6120 Draw entities backwards in towermode like non-towermode entities
This fixes a bug where the player was going behind checkpoints in towers
and it looked very weird and cursed.
2020-02-06 10:12:44 -05:00
Info Teddy
cefc95d324 Fix centered texts' outline rendering upside-down in flip mode
If you looked at the "- Press ENTER to Teleport -" text in flip mode,
you might have noticed that the outline looked pretty strange and
glitched-out for some reason. It's just the outline rendering
upside-down. To fix this, make PrintOff() use flipbfont instead of
bfont.
2020-02-02 20:52:59 -05:00
Info Teddy
4bc76416f5 Fix discoloration when entities warp in flip mode
In flip mode, warping entities would appear to change color for a brief
moment. This is actually them defaulting to the actual color used in
flipsprites.png, instead of first being whited-out and then re-colored
using graphics.setcol().

To fix this, use BlitSurfaceColoured() and pass `ct` along instead of
using BlitSurfaceStandard().
2020-02-02 18:29:00 -05:00
leo60228
6a17625727
Add support for Unicode rendering (#47)
This uses utfcpp combined with a custom font, in the form of a PNG and text file. By default, the game acts exactly as it did before; custom fonts can be provided by third parties.
2020-01-31 13:25:37 -05:00
Info Teddy
5a316d65e6 Allow using help/graphics/music/game/key/map/obj everywhere
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.

Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.

Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.

The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.

I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
2020-01-29 07:58:23 -05:00
Allison Fleischer
03a4c3362a Add graphics option to toggle mouse cursor
Adds an option to show or hide the system mouse cursor over the game window.
2020-01-29 07:55:50 -05:00
Info Teddy
df83c2d494 Add an accessibility option to be able to see through the roomname
This is the variable dwgfx.translucentroomname and <translucentroomname>
in unlock.vvv.

This lets you see through the black background of the roomname at the
bottom of the screen, i.e. it makes the roomname background translucent.
So you can see if someone decides to hide pesky spikes there.
2020-01-25 23:29:37 -05:00
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
Ethan Lee
6e9712f113 Add text outline as an accessibility option 2020-01-17 12:37:53 -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
Marvin Scholz
f1f5acc552 Simplify initializations
This is similar to what was reverted in 3011911 but this time should use
syntax available even before C++11, tested on Clang with
`-std=c++98 -Wall -pedantic`.
2020-01-12 12:34:41 -05:00
Ethan Lee
ec070a1156 Use NULL instead of nullptr 2020-01-11 11:33:36 -05:00
Rémi Verschelde
a83e83ca1b Fix warnings raised by GCC 8 2020-01-11 08:53:32 -05:00
Charlie Bruce
3011911f80 Revert C++11 code to older standard for improved compatibility 2020-01-11 05:18:29 +00:00
viri
5829007bed fix uninitialized member vars everywhere
also fix a spelling error of 'forground' in the graphics class buffer
2020-01-10 21:06:59 -05:00
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00