1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-12-23 01:59:43 +01:00
Commit graph

2995 commits

Author SHA1 Message Date
NyakoFox
bd869d9286 Fix a couple issues 2024-11-17 15:18:38 -04:00
NyakoFox
44e8bce9a0 Don't hardcode what emitters spawn! 2024-11-17 15:16:28 -04:00
AllyTally
fd831dcb27 Completely replace animate system for entities
This removes the magic numbers used for `animate`, and makes the
animation system far more flexible, instead giving entities the option
to control what they need, instead of having a bunch of duplicated
hardly-readable code.
2024-11-17 15:04:04 -04:00
AllyTally
a82bd39871 Change radar from 32x32 -> 64x64
So, the radar enemy type was originally 16x16. I meant to change it to
something that made more sense, but I messed up and made it 32x32
instead of 64x64 like it is visually.
2024-11-17 15:04:04 -04:00
AllyTally
4bf2d23b34 Rename size to render_type, turn magic numbers into enum 2024-11-17 15:04:04 -04:00
AllyTally
f926ebd080 Fix typo (solider -> soldier) 2024-11-17 15:04:04 -04:00
AllyTally
5409f0715f Modify how enemy colors are set
While the last commit was an attempt at making colors be set better,
this one should help more. Basically, things that emitters emit now
copy the emitter's color. That means, if you change the color of the
emitter, what it emits will change as well. This means we don't have
to worry about setting the colour ourselves, just the enemy type.

`set_enemy_colour` is now called BEFORE setting the type, so the type's
color will override the room color. This is what we want -- in the
future there might be custom enemy types, and if you specify a specific
color, you probably want that color to be used.

But wait, don't the types usable in levels have their colors set? Well,
this commit also duplicates the editor enemy types and sets their
colors to `-1` so they'll use the room's color instead, or more
accurately, they'll use the color they had previously, which was the
room's enemy color.

With this system, old levels which use main game enemies will have the
correct colors -- the colors stored in their enemy types. And if it
becomes possible to make custom enemy types, if someone makes an
emitter which uses the room's color (by passing in color `-1`), the
enemies which it emits will use the room's color as well, since it will
copy what the emitter itself uses.

All of that just to say: colors are now handled a bit more sanely.
2024-11-17 15:04:04 -04:00
AllyTally
333524533d Add set_enemy_colour
There's a few cases in `setenemyroom` which are only meant to override
the enemy colour set in the type, so let's move that to it's own
function instead. While we're at it, we should move the custom level
enemy color logic there as well, because it's in an awkward place.

This will also help with things like custom enemy types in the future,
or using things like the emitters in custom levels, because this will
correct those colors in custom levels.
2024-11-17 15:04:04 -04:00
AllyTally
3aca47e890 Remove entityclonefix in favor of improving emitters
Emitters are odd. They rely on `setenemy` to set the right type of the
entities they emit. However, `setenemy` only gets called in specific
rooms, so if you use these enemy types outside of those rooms, they'd
just infinitely spawn themselves and, well, that's a memory leak.

The prior fix for this was simply not allowing emitter types outside
of those rooms. This, however, feels very hacky and is a little
disappointing as well.

This commit improves emitters by no longer relying on `setenemy`, and
instead setting the emitted enemy type ourselves. However, `setenemy`
still happens, and to make sure we don't set the enemy type *twice*,
we set the `para` attribute of the spawned enemies to `-1`, so that
`setenemy` will not do anything at all to the spawned enemy.

The reason I don't remove the code in `setenemy` outright is a couple
things:

- The main game code still relies on it for spawning the initial
enemies in the room

- Custom levels may rely on the prior behavior (sadly)
2024-11-17 15:04:04 -04:00
AllyTally
baf76cb78e Move rest of enemy properties out of setenemy
There's now variables in the struct to override certain properties.
2024-11-17 15:04:04 -04:00
AllyTally
3e4079a0d2 Move more properties to enemy types
This should keep most of the mess outside of `setenemyroom`, however
`setenemy` still has a few variables I don't know how to tackle.
2024-11-17 15:04:04 -04:00
AllyTally
9a17a07ef3 Clean up setting enemy properties
This commit cleans up setting enemy properties. It deduplicates code,
makes custom levels spawn enemies better (doesn't just pretend it's a
certain main game room to set the settings) and makes everything a nice
registry.

This is the basis of a future system which might allow for more enemy
types to be used in the editor, and even custom enemy types...

But it was mostly done for cleanup, since I hated how the code looked.
2024-11-17 15:04:04 -04:00
NyakoFox
d4e472db1b Make 0-length gravity lines invisible again 2024-11-17 11:46:24 -05:00
Ally
63880169e6
Convert entity types to an enum (#1007)
In an effort to remove magic numbers, I've given every entity type a
name. Hopefully I didn't miss anywhere.

Also, add `createentity` case 100 for backwards compatibility.

Co-authored-by: NyakoFox <nyakowofox@gmail.com>
Co-authored-by: Dav999 <dav999.tolp@gmail.com>
2024-11-17 11:45:57 -05:00
Reese Rivers
9c45dfb845 Tweak one word in the Esperanto localisation
"Rekordo" (record) flows better than "altpoentaro", which is a literal translation of "high score".
2024-11-15 21:22:01 -05:00
leo60228
fa8517a521
iOS port (for desktop_version) (#1137) 2024-11-15 20:33:10 -05:00
NyakoFox
6174d62f6f position(force) -> position(absolute) 2024-11-07 09:53:45 -08:00
NyakoFox
98a0931225 Add textoutline(on/off/default)
This commit adds a new scripting command for textbox visual control,
where you're able to force the transparent textbox's outline on or off.
2024-11-07 09:53:45 -08:00
NyakoFox
45e60fa69c Add position(force)
This argument forces the textbox position, meaning it won't be moved
to be inside of the bounds of the screen (nor have the 10 pixel padding
on each side.)
2024-11-07 09:53:45 -08:00
mothbeanie
d8a8e44afa fix flipped inequality sign
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2024-11-03 21:54:44 -08:00
mothbeanie
b572e2164b fix flipped inequality sign
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2024-11-03 21:54:44 -08:00
mothbeanie
2875af0492 Fix coordinates being allowed in the wrong order 2024-11-03 21:54:44 -08:00
mothbeanie
54b2aaae96 Region system PR review changes
Fixes errors or oversights with the region system for the PR review
2024-11-03 21:54:44 -08:00
mothbeanie
1fb0afb99d Apply PR review changes
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2024-11-03 21:54:44 -08:00
mothbeanie
dedf941b25 Update region system to current codebase due to PR rot 2024-11-03 21:54:44 -08:00
Ethan Lee
94620d809e CI: Migrate to SLR Sniper SDK for Linux builds 2024-11-03 16:57:17 -08:00
leo60228
11d0e7f91e correctly set VVV_CXX_SRC flags (set_source_files_properties isn't cumulative) 2024-11-03 16:52:48 -08:00
leo60228
4587fa46b0 update android sdl2 to 2.30.8 2024-10-05 16:48:47 -04:00
NyakoFox
c2642dbdef Add more checks for checkpoint saving 2024-10-02 00:37:25 -07:00
Misa
a0bd2f3da4 Refactor: Use fullmap() everywhere
This replaces all instances of unlocking all rooms on the map with calls
to map.fullmap(), for consistency.

This also fixes two comments that got swapped around in startgamemode().
I don't know how that happened.

[skip ci]
2024-09-28 00:52:19 +00:00
mothbeanie
8a00ea7aab Add mapexplored(), mapreveal() commands 2024-09-27 17:47:19 -07:00
NyakoFox
c04c6bc552 Abstract checkpoint saving to its own function
This also makes the save failed textbox not appear in special modes,
and allows custom levels to quicksave from checkpoints as well.
2024-09-27 17:14:57 -07:00
NyakoFox
41d5e688e9 Fix menu option, show textbox when save failed
In my last commit, I accidentally inverted whether the description says
ON or OFF.
2024-09-27 17:14:57 -07:00
NyakoFox
e58fd606cf add menu option for checkpoint saving 2024-09-27 17:14:57 -07:00
NyakoFox
8aec83daec Checkpoint autosaving 2024-09-27 17:14:57 -07:00
Misa
c870df4e5b Remove slowdown during death animation
Some discussion on the Discord server resulted in this change. It's a
quality-of-life improvement where, if the game is in slowdown mode, it
will return to 100% speed for the duration of the death animation.

The reasoning is obvious. There is nothing to do during the death
animation, so making it take longer during slowdown is just an annoyance
to the player, almost a penalty for them using an accessibility option.
This is the same reason why slowdown no longer applies in menus, etc.
2024-09-25 21:14:02 -07:00
Misa
32562f03a9 Give MotU trophy in normal mode
This makes it so that it is possible to obtain the Master of the
Universe trophy/achievement, usually unlocked by beating No Death Mode,
outside of NDM.

There are several conditions that need to be met:

1. The game needs to be started from a new game and cannot be from
   loading a save.
2. Accessibility modes (invincibility and slowdown) must never be
   enabled.

If either condition is violated, then the boolean that keeps track of
NDM eligibility will be set to false.
2024-09-23 22:23:45 -07:00
NyakoFox
d8b2b3542a Add enemy speed as a room property
Currently, you can change platform speed, but not enemy speed, which is
always hardcoded to be 4. This commit fixes that, by adding the
"enemyv" property, which is an offset to the speed of 4. Since it
defaults to 0, older levels are not broken by this change.
2024-09-23 18:56:41 -07:00
Misa
8b62bb1d65 Bump version to v2.5
I consider the 2.4 development cycle over now, after the most important
bugs (and regressions) were fixed in 2.4.2.

[skip ci]
2024-08-27 15:13:24 -07:00
Dav999
149f5fbebc Tweak IME selection background left bound
Just extending the selection background left by one pixel so there's
not one pixel of black background to the left of a selection that
starts at the beginning of the text, and so some characters being
selected show up better (particularly where there's a long vertical bar
at the first pixel). We shouldn't be overlapping any part of the
previous character, since every character normally has a pixel of
spacing on the right.
2024-08-06 18:16:46 -07:00
Dav999
9ec8d8b637 Add selection background to IME rendering
Decided to implement it anyway since the broken behavior (selection
length always being 0, at least on Windows) may get fixed later in SDL,
so let's do it right in one go.
2024-08-02 22:25:00 -07:00
Dav999
8b8f827b70 Add IME text rendering
This shows the uncommitted text in a box in the bottom left corner.
This doesn't show the selection (defined by the start and length fields
in the event) yet, but this is already much better than it was on its
own, and I don't know how urgent the selection is since it's broken on
Windows anyway.
2024-08-02 22:25:00 -07:00
Dav999
a9ca63b367 Add buffer for IME editing events
When inputting uncommitted text from an IME, this is now stored in a
std::string imebuffer, just like keybuffer. It also enables extended
editing events, so text longer than what fits in the standard editing
event is also supported. This commit does not yet display the text
onscreen.
2024-08-02 22:25:00 -07:00
Misa
345eca5e10 Fix regression: Escape from conveyor spikes
This fixes a regression from 2.3. Consider the following diagram:

       CC
    X  CC
      <<<<

"C" indicates one tile of a checkpoint entity, "X" indicates a spike
tile, and "<" indicates one tile of a conveyor entity that has the
default speed (4 pixels per frame) going leftwards.

Now consider if the player were to touch the checkpoint and die. In 2.2,
they would be able to escape from the spike by holding right. But in
2.3, they would not be able to, and would die from the spike
continuously with no escape.

This happens because in 2.2, the player would spawn a couple pixels off
the surface, and this gained them an extra frame of movement to move
away from the conveyor. 2.3 places the player directly on the ground,
moving them one frame earlier and thus forcing them to their doom.

Now consider the following diagram:

      CC
    X CC
     <<<<

The difference with the previous diagram is that this time, the spike is
one tile closer. This time, there is no escape in 2.2 and you will
always die no matter what.

By the way, both diagrams have the same behavior if the conveyor is
rightwards and if everything is flipped upside-down. Thankfully, it
doesn't seem to be direction-dependent.

The reason 2.3 lowered the player onto the surface was for consistency
(see PR #502), and I don't want to undo that. So I think the best
solution here is to re-add the extra frame of control by conveyors only
moving the player after lifeseq has advanced enough.
2024-07-31 22:17:50 -07:00
Misa
6930bde91b Use variable timestep for SDL_Delay
This fixes a bug where fast-forward wouldn't work in 30-FPS-only mode.

This is because the 30-FPS-only code has a hardcoded check for the
number 34, as in 34 milliseconds must pass before the next frame can
advance. This is why slowdown still worked, because slowdown means
you're waiting longer than 34 ms anyways, but fast-forward tries to wait
for only 1 ms, which wouldn't work if the 34 limit was still enforced.

So instead, swap out the 34 with game.get_timestep() and this will be
fixed.

Fixes #1185.
2024-07-20 18:40:16 -07:00
mothbeanie
487e0c6b2d fix music ear blast bug 2024-07-13 13:11:05 -07:00
Misa
c636713a43 Use add_custom_command over add_custom_target
This fixes an issue where the CentOS CI kept failing because it couldn't
find the generated InterimVersion output file.

It seems like using the BYPRODUCTS statement in add_custom_target
didn't work because BYPRODUCTS was only added in CMake 3.2, so then
add_custom_target never ran, which is obviously a problem.

The solution is to use add_custom_command instead, and to solve the
problem that the interim version needs to be regenerated every time no
matter what (which is what BYPRODUCTS was supposed to do) we just add a
dummy output instead.
2024-07-12 21:34:53 -07:00
Misa
e3876feb3b Style: Lowercase commands in version.cmake
We made the lowercase names be a consistent style in the main CMake file
but we missed this one.

[skip ci]
2024-07-12 21:34:53 -07:00
Misa
d4425ed762 Always have interim version indicators
Previously, the interim version indicators (commit, date, and branch)
would go away on development builds if git didn't exist. And if it did
exist but provided blank output for whatever reason, that was almost
exactly the same as not having them at all (save for the window title
saying "VVVVVV []" which can be easy to overlook). This was bad because
it complicates troubleshooting when you potentially have an unofficial
or in-development build since those get distributed around or compiled
by some people frequently.

Now, there will always be an interim version indicators unless the game
is compiled with -DOFFICIAL_BUILD=ON. And if the indicators are blank
for any reason, they will just be replaced with placeholder defaults so
they will still show up.
2024-07-12 21:34:53 -07:00
Misa
b0d2a6a372 Add -std=c99 for C-Hashmap and FAudio
GCC on CentOS will default to C90, it seems. This means it needs C99
explicitly specified for C-Hashmap and FAudio, or it will fail on them
using C99 features (variable declaration in a `for`-loop and the
`restrict` keyword, respectively).
2024-07-12 21:33:47 -07:00