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27fe7ff8f9
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. |
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README.md |
This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!
License
VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.
In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!
Authors
- Created by Terry Cavanagh
- Room Names by Bennett Foddy
- Music by Magnus Pålsson
- Metal Soundtrack by FamilyJules
- 2.0 Update (C++ Port) by Simon Roth
- 2.2 Update (SDL2/PhysicsFS/Steamworks port) by Ethan Lee
- Beta Testing by Sam Kaplan and Pauli Kohberger
- Ending Picture by Pauli Kohberger
Versions
There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).