1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-12-23 10:09:43 +01:00
Commit graph

1842 commits

Author SHA1 Message Date
Misa
edf949bd9c Use resumegamemode to track menu animation
This fixes a bug where the player could bring up the map on the very
first frame of a gamemode(game) animation. This is because the menu
animation checked graphics.menuoffset, but graphics.menuoffset wouldn't
have changed at that point because it only set graphics.resumegamemode.

Instead, just check for graphics.resumegamemode directly. We also need
to assign it to false whenever the map is closed so the player won't be
prevented from using the map screen again.
2021-09-05 16:59:05 -07:00
Misa
da6c524db5 Don't use map.extrarow for menu animations
This fixes all the headaches about map.extrarow having to be the correct
value and which way it should be and whatnot. The latest headache was
the detection that prevent user-initiated menu animations while an
animation was already happening being tripped because
graphics.menuoffset would be 230 (due to closing the menu while being in
a room without a room name), but then going to a room with a room name
would check for 240 instead, and 230 is less than 240. (The numbers are
the wrong way round because I got the ternaries the wrong way round, but
even if the numbers are the correct way round, the bug would still
happen, but it would just be reversed.)

So instead, I've just made it 240 for both. This doesn't change the
duration of the menu animation (because the animation moves in
increments of 25, and 230 / 25 == 240 / 25 under integer division). It
might change the animation slightly, but it was already inconsistent
anyway because map.extrarow was always set to be 1 in custom levels, and
I legitimately would not be able to tell the difference without
recording the animations and nitpicking it frame-by-frame.

Fixes #841.
2021-09-03 17:13:03 -07:00
Misa
727400ff27 Only reset fade booleans when music is actually played
Otherwise, the block that fades existing music out if m_doFadeOutVol is
true will never execute, because m_doFadeOutVol would always be false!
2021-09-03 16:38:34 -07:00
Ethan Lee
aba3a8ee9d Updated .ico 2021-09-03 15:57:16 -04:00
Misa
4339bbadbb Add message when player is kicked out of Super Gravitron
The player gets kicked out of the Super Gravitron if they have
invincibility or slowdown enabled. However, this can be confusing if no
message pops up
( https://steamcommunity.com/app/70300/discussions/0/3039355280230178910/ )
. So I've made it so that a text box will pop up when they get kicked
out.
2021-09-03 12:08:31 -07:00
leo60228
d64608ecaa Correct onground/onroof check 2021-09-02 16:09:06 -07:00
leo60228
72ade2ce49 Only execute flip logic when has_control 2021-09-02 16:09:06 -07:00
leo60228
58098dc748 Only apply flip momentum to player entities on ground/roof 2021-09-02 16:09:06 -07:00
Misa
e30fc4500e gamemode(teleporter): Set gamestate to GAMEMODE
This makes it so gamemode(teleporter) will always do an animation, even
if the game is already in TELEPORTERMODE.

I used this script to test:

    gamemode(teleporter)
    delay(5)
    gamemode(teleporter)
    delay(5)
    gamemode(teleporter)

In 2.2, this script starts the map menu bringing-up animation three
times.

In previous 2.3, this script starts the map menu bringing-up animation
once, but then the next gamemode(teleporter) immediately finishes the
animation, and the third gamemode(teleporter) does nothing.

This commit restores it to 2.2 behavior.
2021-09-02 12:23:17 -07:00
Misa
5b10164659 Prevent user-initiated map menu changes during menu animations
This makes it so it's not even possible to stay on the TELEPORTERMODE
screen by opening the map while it's being brought down. It also makes
it so the map animation is able to be canceled when being brought up
just by opening the map and closing it.

Fixes #833.
2021-09-02 12:21:46 -07:00
Misa
e9ec34e1f5 Call teleporterrenderfixed in TELEPORTERMODE
This restores it to 2.2 behavior, where the cutscene bars timer also
ticked in TELEPORTERMODE. It was a 2.3 regression that the cutscene bars
timer didn't tick there.

This makes it so if you manage to get stuck in TELEPORTERMODE when a
cutscene ends, the cutscene won't be stuck on untilbars() waiting for
the cutscene bars to go away, since the cutscene bars timer now ticks.
2021-09-02 11:46:56 -07:00
leo60228
be2b1564a8
Call FS.syncfs on Emscripten (#838)
Also, add a sync parameter to avoid calling syncfs too often.

Calling syncfs twice in a row is both inefficient and leads to errors
displaying twice. This allows us to bypass it when saving unlock.vvv as
part of savestatsandsettings.
2021-09-02 13:19:51 -04:00
Misa
3c318814a4 Remove EditorData and put its attributes on customlevelclass
This object basically had no reason to exist... it was just more verbose
to use, which really reminded me of Java. Anyway, this is the last thing
named after the editor for no reason when it should be a part of the
customlevelclass, so I moved its attributes to customlevelclass.
2021-09-01 15:30:02 -07:00
Misa
8bff287907 Rename edentity to customentities
This fixes the fact that the name of the singular type is plural, but
the name of the plural array is singular. Which has always annoyed me,
too. Also this makes it more clear that custom entities don't have much
to do with the editor.
2021-09-01 15:30:02 -07:00
Misa
47d01277bf Rename edentities to CustomEntity
That's what it is - it's an entity in a custom level. Not something to
do with the editor, necessarily. Like before, the name of the XML
element will remain the same.
2021-09-01 15:30:02 -07:00
Misa
3c30d9b7f0 Rename cl.level to cl.roomproperties
I mean, that's what they are. Room properties are within a level, not a
level themselves. So...
2021-09-01 15:30:02 -07:00
Misa
d549a535e0 Rename edlevelclass to RoomProperty
That's what edlevelclass is... so that's what it should be named. (Also
removes that "ed", too, making this less coupled to the in-game editor.)

Unfortunately, for compatibility reasons, the name of the XML element
will still remain the same.
2021-09-01 15:30:02 -07:00
Misa
86b47878f9 Fix number of spaces of indentation of CustomLevels.h
CustomLevels.h now uses 4-space indents - like all other space-indented
files - instead of 2-space indents. This has bugged me for a while and I
decided to just fix it now.
2021-09-01 15:30:02 -07:00
Misa
a23014350f Move all editor-specific attributes to a new editorclass
This is a pretty hefty commit! But essentially, I made a new editorclass
object, and moved all functions and variables that only get used in the
in-game level editor to that class. This cleanly demarcates which things
are in the editor and which things are just general custom level stuff.

Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS
and NO_EDITOR ifdefs, too, in several places.
2021-09-01 15:30:02 -07:00
Misa
987ae88909 Remove comment from top of editorclass
There's no need for this comment; it's quite obvious that editorclass is
a class about the editor and will contain editor variables.
2021-09-01 15:30:02 -07:00
Misa
6df182b38d Remove getLevelDirFileNames() from editorclass
As far as I can tell, this function has never been implemented, and only
existed in this header file. FILESYSTEM_getLevelDirFileNames() already
exists (well, used to exist; it's been changed and renamed to
FILESYSTEM_enumerateLevelDirFileNames()), so I'm removing this now.
2021-09-01 15:30:02 -07:00
Misa
83cccbed07 Remove contents memset from editorclass constructor
It gets (re-) initialized in editorclass::reset() anyway, so I'm just
removing this for code clarity.
2021-09-01 15:30:02 -07:00
Misa
6f0177ec04 Move editor functions to separate header
Editor functions now live in Editor.h, which is a new file - the
existing editor.h has been renamed to CustomLevels.h.
2021-09-01 15:30:02 -07:00
Misa
3e380e23fb Rename editor.h to CustomLevels.h
This accompanies the editor.cpp -> CustomLevels.cpp change; I'll be
splitting out the editor functions in the next commit. The name of the
include guard has been changed as well, but not anything else.
2021-09-01 15:30:02 -07:00
Misa
3fe0f01bcc Move editor functions to separate file
This moves editorrenderfixed(), editorrender(), editorinput(),
editorlogic(), and their associated functions to a new file named
Editor.cpp - which is exactly what it says on the tin; it stores all the
functions related to the actual in-game editor loop. Also, the existing
editor.cpp has been renamed to CustomLevels.cpp.
2021-09-01 15:30:02 -07:00
Misa
3ef5248db9 Simplify and print XML errors from TinyXML-2
All XML functions now check the return value of
tinyxml2::XMLDocument::Error() after each document gets loaded in to
TinyXML-2. If there's an error, then all functions return. This isn't
strictly necessary, but printing the error message that TinyXML-2 is the
bare minimum we could do to be useful.

Additionally, I've standardized the error messages of missing or
corrupted XML files.

Also, the way the game went about making the XML handles was... a bit
roundabout. There were two XML handles, one for the document and one for
the root element - although only one XML handle suffices. So I've
cleaned that up too.

I could've gone further and added error checking for a whole bunch of
things (e.g. missing elements, missing attributes), but this is good
enough.

Also, if unlock.vvv or settings.vvv don't exist yet, the game is
guaranteed to no-op instead of continuing with the function. Nothing bad
seems to happen if the function continues, but the return statements
should be there anyway to clearly indicate intent.
2021-09-01 15:09:40 -07:00
Misa
cbc84edb0e Remove superfluous message if settings.vvv/unlock.vvv don't exist
If settings.vvv doesn't exist, loadsettings() calls savesettings(), but
savesettings() already prints a message if settings.vvv doesn't exist.
So then the output would look like

    No settings.vvv found. Creating new file
    No settings.vvv found

Which is clearly redundant.

The same thing happens with unlock.vvv, but in that case the following
prints instead

    No unlock.vvv found. Creating new file
    No Stats found. Assuming a new player
2021-09-01 15:09:40 -07:00
Misa
73535b4342 De-duplicate loadsummary parsing and move to different function
I will need to be able to return from this function if there's an XML
error, otherwise writing out the control flow manually gets really
nasty. And while I'm at it, it's some a nice de-duplication as well.

To do this, we create a temporary struct that bundles up all the
information we want for the summary, and pass it in to the intermediate
load function.

Furthermore, we can get rid of reading map.finalstretch - it affects
nothing. map.finalmode is still needed, however, because of the usage of
map.area().
2021-09-01 15:09:40 -07:00
Misa
bbc2f06d81 De-duplicate quick/telesummary fetching in Game::init()
The less copy-pasted code, the less work for me later.
2021-09-01 15:09:40 -07:00
Misa
c58c357a81 Simplify Flip Mode rendering code with SDL_RenderCopyEx
Previously, Flip Mode rendering had to be complicated and allocate
another buffer to call FlipSurfaceVerticle, and it was just a mess.

Instead, why not just do SDL_RenderCopyEx, and let SDL flip the screen
for us? This ends up pretty massively simplifying the rendering code.
2021-09-01 14:44:59 -07:00
Misa
23a2f57a70 Replace some info logs with debug logs
These are a bit noisy, so I've replaced them instead.
2021-09-01 14:34:55 -07:00
Misa
b652d327dc Add debug logs
These are disabled by default, because they're noisy. To enable them,
pass -debug.
2021-09-01 14:34:55 -07:00
Misa
2eb9e23ecc Allow disabling output/fine-tuning output
-nooutput disables output completely (both STDOUT and STDERR). -noinfo
disables INFO lines.  -nowarn disables WARN lines. -noerror disables
ERROR lines.
2021-09-01 14:34:55 -07:00
Misa
c68a274c4f Add command-line options to force-enable/disable color
`-forcecolor` will force color to be on. `-nocolor` will force color to
be off.

And just because I'm a nice person, I've also added British versions of
those flags. As a treat.
2021-09-01 14:34:55 -07:00
Misa
ac85f57441 Add colors to logging
This includes the bold as well.

INFO is just default, WARN is yellow, ERROR is red.

We try to automatically detect if the output is a TTY (and thus supports
colors), and don't emit colors if so. Windows 10 supports ANSI color
codes starting with a specific build, but we don't care to emit whatever
garbage Microsoft invented for builds older than that.
2021-09-01 14:34:55 -07:00
Misa
96539f891c Replace all print calls with vlog calls
This is pretty straight-forward to do.
2021-09-01 14:34:55 -07:00
Misa
d9737589de Add logging functions
Named "vlogs" because they're logs for VVVVVV. Also it's a funny name.
2021-09-01 14:34:55 -07:00
Ethan Lee
ac0644a70a Added my quick script to fixup Mac dylib paths 2021-09-01 12:07:57 -04:00
Misa
5abe615507 Fix Pauli Kohberger's name stopping being drawn too early
This is because the y-position of the graphics.onscreen() check was a
little too high. Then their name (under Beta Testing) would suddenly
disappear too early. You'd have to look real close to spot it, but it
does happen. It's cuz the credits are all kinda hardcoded, which is
probably bad, but fixing that would have to come later...
2021-08-31 23:23:27 -07:00
Misa
4c69281738 Move Misa to C++ credits
I talked with Ethan earlier about this. For 2.3, he wanted me in GitHub
contributors (well, still separate from the rest), to really highlight
the source-code-release community-driven nature of 2.3, but he said it'd
be fine to put me in C++ credits in 2.4.
2021-08-31 23:22:22 -07:00
Misa
0028e314e4 Suppress unused i warning if NUM_BACKENDS is 0
Else this warning would pop up if not compiling an OFFICIAL_BUILD.
2021-08-31 23:12:38 -07:00
Misa
146678aac4 Make PhysFS RWops work with -DBUNDLE_DEPENDENCIES=OFF
The RWops stuff isn't a part of any standard PhysFS package (and given
that it explicitly wraps around SDL I'm not sure how you _would_ package
it). So we need to get the physfsrwops.h include in if
BUNDLE_DEPENDENCIES is off, otherwise this results in a compile-time
include-not-found failure.

Additionally, I've placed the PhysFS RWops stuff in their own extras/
folder, so none of the other PhysFS stuff gets included in a
-DBUNDLE_DEPENDENCIES=OFF build.
2021-08-31 23:09:13 -07:00
Ethan Lee
342dfcb48d Minor VS buildfix 2021-08-31 19:07:24 -04:00
leo60228
14c24069fd Fix indentation consistency 2021-08-31 15:37:52 -07:00
leo60228
52fceb3f69 Allow any player entity to be on the ground/roof to flip
This re-adds the midair flip glitch.
2021-08-31 15:37:52 -07:00
leo60228
1e8b5a6ba7 Actually move checks out of loop
How did this ever work?
2021-08-31 15:37:52 -07:00
leo60228
cd4ce05cb3 Split out tap_left and tap_right from player input loop
The game will freeze the player immediately if they release a
directional button within 3 frames of pressing it. Similar to flipping,
this involves global state, and will only apply to the first player
entity.
2021-08-31 15:37:52 -07:00
leo60228
1eb8570329 Split flip logic from player input logic
Closes #484

Flipping only applies momentum to the player entity currently being
processed. This normally wouldn't be a problem. However, flipping
involves global state, and only one flip can occur per frame. This means
that additional player entities don't get this boost of momentum, which
feels somewhat unnatural during gameplay.

This commit fixes this by splitting flip logic out of the loop over
player entities, and applying the flip momentum to all player entities.
2021-08-31 15:37:52 -07:00
Misa
416fe00c9d Fix not-Flip-Mode flag turning off when returning from options menu
We need to check for graphics.setflipmode, not graphics.flipmode,
because graphics.flipmode only gets assigned at the end of the frame
(due to the deferred callback). Otherwise, returning from the options
menu would always turn flag 73 on, which would make you ineligible to
get the Flip Mode trophy, even if you're in Flip Mode.
2021-08-31 15:33:20 -07:00
leo60228
de0998ca34 Compile physfsrwops with VVVVVV because of SDL dependency 2021-08-31 15:30:23 -07:00