mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-05 02:39:41 +01:00
3ca7b09012
This fixes a regression that desyncs my Nova TAS after re-removing the 1-frame input delay. Quick stopping is simply holding left/right but for less than 5 frames. Viridian doesn't decelerate when you let go and they immediately stop in place. (The code calls this tapping, but "quick stopping" is a better name because you can immediately counter-strafe to stop yourself from decelrating in the first place, and that works because of this same code.) So, the sequence of events in 2.2 and previous looks like this: - gameinput() - If quick stopping, set vx to 0 - gamerender() - Change drawframe depending on vx - gamelogic() - Use drawframe for collision (whyyyyyyyyyyyyyyyyyyyyyyyyyyy) And now (ignoring the intermediate period where the whole loop order was wrong), the sequence of events in 2.3 looks like this: - gamerenderfixed() - Change drawframe depending on vx - gamerender() - gameinput() - If quick stopping, set vx to 0 - gamelogic() - Use drawframe for collision (my mind has become numb to pain) So, this means that all the player movement stuff is completely the same. Except their drawframe is going to be different. Unfortunately, I had overlooked that gameinput() sets vx and that animateentities() (in gamerenderfixed()) checks vx. Although, to be fair, it's a pretty dumb decision to make collision detection be based on the actual sprites' pixels themselves, instead of a hitbox, in the first place, so you'd expect THAT to be the end of the dumb parade. Or maybe you shouldn't, I don't know. So, what's the solution? What I've done here is added duplicates of framedelay, drawframe, and walkingframe, for collision use only. They get updated in gamelogic(), after gameinput(), which is after when vx could be set to 0. I've kept the original framedelay, drawframe, and walkingframe around, to keep the same visuals as closely as possible. However, due to the removal of the input delay, whenever you quick stop, your sprite will be wrong for just 1 frame - because when you let go of the direction key, the game will set your vx to 0 and the logical drawframe will update to reflect that, but the previous frame cannot know in advance that you'll release the key on the next frame, and so the visual drawframe will assume that you keep holding the key. Whereas in 2.2 and below, when you release a direction key, the player's position will only update to reflect that on the next frame, but the current frame can immediately recognize that and update the drawframe now, instead of retconning it later. Basically the visual drawframe assumes that you keep holding the key, and if you don't, then it takes on the value of the collision drawframe anyway, so it's okay. And it's only visual, anyway - the collision drawframe of the next frame (when you release the key) will be the same as the drawframe of the frame you release the key in 2.2 and below. But I really don't care to try and fix this for if you re-enable the input delay because it's minor and it'd be more complicated.
664 lines
9.5 KiB
C++
664 lines
9.5 KiB
C++
#include "Ent.h"
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#include "Game.h"
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#include "Graphics.h"
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entclass::entclass(void)
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{
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clear();
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}
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void entclass::clear(void)
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{
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invis = false;
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type = 0;
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size = 0;
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tile = 0;
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rule = 0;
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state = 0;
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statedelay = 0;
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life = 0;
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colour = 0;
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para = 0;
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behave = 0;
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animate = 0;
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xp = 0;
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yp = 0;
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ax = 0;
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ay = 0;
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vx = 0;
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vy = 0;
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w = 16;
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h = 16;
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cx = 0;
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cy = 0;
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newxp = 0;
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newyp = 0;
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oldxp = 0;
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oldyp = 0;
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x1 = 0;
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y1 = 0;
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x2 = 320;
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y2 = 240;
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gravity = false;
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onground = 0;
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onroof = 0;
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collisionframedelay = 0;
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collisiondrawframe = 0;
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collisionwalkingframe = 0;
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visualonground = 0;
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visualonroof = 0;
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onentity = 0;
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harmful = false;
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onwall = 0;
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onxwall = 0;
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onywall = 0;
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isplatform = false;
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framedelay = 0;
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drawframe = 0;
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walkingframe = 0;
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dir = 0;
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actionframe = 0;
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realcol = 0;
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lerpoldxp = 0;
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lerpoldyp = 0;
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}
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bool entclass::outside(void)
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{
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// Returns true if any point of the entity is outside the map.
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// Adjusts velocity for a clean collision.
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if (xp < x1)
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{
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xp = x1;
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return true;
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}
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if (yp < y1)
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{
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yp = y1;
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return true;
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}
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if (xp + w > x2)
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{
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xp = x2 - w;
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return true;
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}
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if (yp + h > y2)
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{
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yp = y2 - h;
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return true;
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}
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return false;
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}
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void entclass::setenemy( int t )
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{
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switch(t)
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{
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case 0:
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//lies emitter
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switch ((int) para)
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{
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case 0:
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tile = 60;
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animate = 2;
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colour = 6;
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behave = 10;
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w = 32;
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h = 32;
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x1 = -200;
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break;
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case 1:
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yp += 10;
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lerpoldyp += 10;
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tile = 63;
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animate = 100; //LIES
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colour = 6;
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behave = 11;
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para = 9; //destroyed when outside
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x1 = -200;
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x2 = 400;
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w = 26;
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h = 10;
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cx = 1;
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cy = 1;
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break;
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case 2:
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tile = 62;
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animate = 100;
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colour = 6;
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behave = -1;
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w = 32;
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h = 32;
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break;
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}
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break;
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case 1:
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//FACTORY emitter
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switch ((int) para)
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{
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case 0:
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tile = 72;
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animate = 3;
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size = 9;
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colour = 6;
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behave = 12;
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w = 64;
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h = 40;
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cx = 0;
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cy = 24;
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break;
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case 1:
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xp += 4;
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lerpoldxp += 4;
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yp -= 4;
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lerpoldyp -= 4;
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tile = 76;
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animate = 100; // Clouds
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colour = 6;
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behave = 13;
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para = -6; //destroyed when outside
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x2 = 400;
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w = 32;
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h = 12;
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cx = 0;
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cy = 6;
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break;
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case 2:
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tile = 77;
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animate = 100;
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colour = 6;
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behave = -1;
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w = 32;
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h = 16;
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break;
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}
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break;
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default:
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break;
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}
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}
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void entclass::setenemyroom( int rx, int ry )
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{
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//Simple function to initilise simple enemies
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rx -= 100;
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ry -= 100;
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switch(rn(rx, ry))
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{
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//Space Station 1
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case rn(12, 3): //Security Drone
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tile = 36;
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colour = 8;
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animate = 1;
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break;
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case rn(13, 3): //Wavelengths
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tile = 32;
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colour = 7;
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animate = 1;
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w = 32;
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break;
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case rn(15, 3): //Traffic
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tile = 28;
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colour = 6;
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animate = 1;
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w = 22;
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h = 32;
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break;
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case rn(12, 5): //The Yes Men
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tile = 40;
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colour = 9;
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animate = 1;
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w = 20;
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h = 20;
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break;
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case rn(13, 6): //Hunchbacked Guards
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tile = 44;
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colour = 8;
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animate = 1;
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w = 16;
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h = 20;
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break;
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case rn(13, 4): //Communication Station
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harmful = false;
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if (xp == 256)
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{
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//transmittor
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tile = 104;
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colour = 4;
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animate = 7;
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w = 16;
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h = 16;
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xp -= 24;
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lerpoldxp -= 24;
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yp -= 16;
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lerpoldyp -= 16;
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}
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else
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{
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//radar dish
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tile =124;
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colour = 4;
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animate = 6;
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w = 32;
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h = 32;
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cx = 4;
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size = 9;
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xp -= 4;
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lerpoldxp -= 4;
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yp -= 32;
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lerpoldyp -= 32;
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}
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break;
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//The Lab
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case rn(4, 0):
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tile = 78;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(2, 0):
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tile = 88;
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colour = 11;
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animate = 1;
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w = 16;
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h = 16;
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break;
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//Space Station 2
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case rn(14, 11):
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colour = 17;
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break; //Lies
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case rn(16, 11):
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colour = 8;
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break; //Lies
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case rn(13, 10):
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colour = 11;
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break; //Factory
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case rn(13, 9):
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colour = 9;
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break; //Factory
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case rn(13, 8):
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colour = 8;
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break; //Factory
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case rn(11, 13): //Truth
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tile = 64;
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colour = 7;
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animate = 100;
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w = 44;
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h = 10;
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size = 10;
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break;
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case rn(17, 7): //Brass sent us under the top
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tile =82;
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colour = 8;
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animate = 5;
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w = 28;
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h = 32;
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cx = 4;
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break;
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case rn(10, 7): // (deception)
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tile = 92;
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colour = 6;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(14, 13): // (chose poorly)
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tile = 56;
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colour = 6;
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animate = 1;
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w = 15;
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h = 24;
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break;
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case rn(13, 12): // (backsliders)
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tile = 164;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(14, 8): // (wheel of fortune room)
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tile = 116;
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colour = 12;
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animate = 1;
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w = 32;
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h = 32;
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break;
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case rn(16, 9): // (seeing dollar signs)
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tile = 68;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(16, 7): // (tomb of mad carew)
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tile = 106;
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colour = 7;
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animate = 2;
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w = 24;
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h = 25;
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break;
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//Warp Zone
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case rn(15, 2): // (numbers)
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tile = 100;
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colour = 6;
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animate = 1;
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w = 32;
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h = 14;
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yp += 1;
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lerpoldyp += 1;
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break;
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case rn(16, 2): // (Manequins)
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tile = 52;
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colour = 7;
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animate = 5;
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w = 16;
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h = 25;
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yp -= 4;
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lerpoldyp -= 4;
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break;
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case rn(18, 0): // (Obey)
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tile = 51;
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colour = 11;
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animate = 100;
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w = 30;
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h = 14;
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break;
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case rn(19, 1): // Ascending and Descending
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tile = 48;
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colour = 9;
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animate = 5;
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w = 16;
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h = 16;
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break;
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case rn(19, 2): // Shockwave Rider
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tile = 176;
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colour = 6;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(18, 3): // Mind the gap
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tile = 168;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(17, 3): // Edge Games
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if (yp ==96)
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{
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tile = 160;
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colour = 8;
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animate = 1;
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w = 16;
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h = 16;
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}
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else
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{
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tile = 156;
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colour = 8;
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animate = 1;
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w = 16;
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h = 16;
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}
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break;
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case rn(16, 0): // I love you
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tile = 112;
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colour = 8;
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animate = 5;
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w = 16;
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h = 16;
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break;
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case rn(14, 2): // That's why I have to kill you
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tile = 114;
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colour = 6;
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animate = 5;
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w = 16;
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h = 16;
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break;
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case rn(18, 2): // Thinking with Portals
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//depends on direction
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if (xp ==88)
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{
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tile = 54+12;
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colour = 12;
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animate = 100;
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w = 60;
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h = 16;
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size = 10;
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}
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else
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{
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tile = 54;
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colour = 12;
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animate = 100;
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w = 60;
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h = 16;
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size = 10;
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}
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break;
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//Final level
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case rn(50-100, 53-100): //The Yes Men
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tile = 40;
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colour = 9;
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animate = 1;
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w = 20;
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h = 20;
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break;
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case rn(48-100, 51-100): //Wavelengths
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tile = 32;
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colour = 7;
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animate = 1;
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w = 32;
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break;
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case rn(43-100,52-100): // Ascending and Descending
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tile = 48;
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colour = 9;
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animate = 5;
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w = 16;
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h = 16;
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break;
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case rn(46-100,51-100): //kids his age
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tile = 88;
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colour = 11;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(43-100,51-100): // Mind the gap
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tile = 168;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(44-100,51-100): // vertigo?
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tile = 172;
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colour = 7;
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animate = 100;
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w = 32;
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h = 32;
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break;
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case rn(44-100,52-100): // (backsliders)
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tile = 164;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(43-100, 56-100): //Intermission 1
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tile = 88;
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colour = 21;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(45-100, 56-100): //Intermission 1
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tile = 88;
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colour = 21;
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animate = 1;
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w = 16;
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h = 16;
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break;
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//The elephant
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case rn(11, 9):
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case rn(12, 9):
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case rn(11, 8):
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case rn(12, 8):
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tile = 0;
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colour = 102;
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animate = 0;
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w = 464;
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h = 320;
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size = 11;
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harmful = false;
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break;
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}
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}
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void entclass::settreadmillcolour( int rx, int ry )
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{
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rx -= 100;
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ry -= 100;
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rx += 50 - 12;
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ry += 50 - 14; //Space Station
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tile = 20; //default as blue
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switch(rn(rx, ry))
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{
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case rn(52, 48):
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tile = 791;
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break; //Cyan
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case rn(49, 47):
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tile = 24;
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break; //Yellow
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case rn(56, 44):
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tile = 24;
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break; //Yellow
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case rn(54, 49):
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tile = 24;
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break; //Yellow
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case rn(49, 49):
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tile = 36;
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break; //Green
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case rn(55, 44):
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tile = 36;
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break; //Green
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case rn(54, 43):
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tile = 36;
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break; //Green
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case rn(53, 49):
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tile = 36;
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break; //Green
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case rn(54, 45):
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tile = 711;
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break; //Green (special)
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case rn(51, 48):
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tile = 711;
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break; //Green (special)
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case rn(50, 49):
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tile = 28;
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break; //Purple
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case rn(54, 44):
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tile = 28;
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break; //Purple
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case rn(49, 42):
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tile = 28;
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break; //Purple
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case rn(55, 43):
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tile = 28;
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break; //Purple
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case rn(54, 47):
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tile = 28;
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break; //Purple
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case rn(53, 48):
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tile = 28;
|
|
break; //Purple
|
|
|
|
case rn(51, 47):
|
|
tile = 32;
|
|
break; //Red
|
|
case rn(52, 49):
|
|
tile = 32;
|
|
break; //Red
|
|
case rn(48, 43):
|
|
tile = 32;
|
|
break; //Red
|
|
case rn(55, 47):
|
|
tile = 32;
|
|
break; //Red
|
|
case rn(54, 48):
|
|
tile = 32;
|
|
break; //Red
|
|
default:
|
|
return;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void entclass::updatecolour(void)
|
|
{
|
|
switch (size)
|
|
{
|
|
case 0: // Sprites
|
|
case 7: // Teleporter
|
|
case 9: // Really Big Sprite! (2x2)
|
|
case 10: // 2x1 Sprite
|
|
case 13: // Special for epilogue: huge hero!
|
|
graphics.setcol(colour);
|
|
realcol = graphics.ct.colour;
|
|
break;
|
|
case 3: // Big chunky pixels!
|
|
realcol = graphics.bigchunkygetcol(colour);
|
|
break;
|
|
case 4: // Small pickups
|
|
graphics.huetilesetcol(colour);
|
|
realcol = graphics.ct.colour;
|
|
break;
|
|
case 11: // The fucking elephant
|
|
if (game.noflashingmode)
|
|
{
|
|
graphics.setcol(22);
|
|
}
|
|
else
|
|
{
|
|
graphics.setcol(colour);
|
|
}
|
|
realcol = graphics.ct.colour;
|
|
break;
|
|
case 12: // Regular sprites that don't wrap
|
|
// if we're outside the screen, we need to draw indicators
|
|
if ((xp < -20 && vx > 0) || (xp > 340 && vx < 0))
|
|
{
|
|
graphics.setcol(23);
|
|
}
|
|
else
|
|
{
|
|
graphics.setcol(colour);
|
|
}
|
|
realcol = graphics.ct.colour;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool entclass::ishumanoid(void)
|
|
{
|
|
return type == 0
|
|
|| type == 12
|
|
|| type == 14
|
|
|| type == 55;
|
|
}
|