5409f0715f
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. |
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.. | ||
AppIcon.xcassets | ||
fonts | ||
lang | ||
src | ||
VVVVVV-android | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
fixupMac.sh | ||
icon.ico | ||
icon.rc | ||
Info.plist | ||
README.md | ||
TRANSLATORS.txt | ||
version.cmake |
How to Build
VVVVVV's official desktop versions are built with the following environments:
- Windows: Visual Studio 2010
- macOS: Xcode CLT, currently targeting 10.9 SDK
- GNU/Linux: CentOS 7
The engine depends solely on SDL2 2.24.0+. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from SDL's website, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source. (If you're on Ubuntu and your Ubuntu is too old to have this SDL version, then see here for workarounds.)
Since VVVVVV 2.4, git submodules are used for the
third party libraries.
After cloning, run git submodule update --init
to set all of these up.
You can also use this command whenever the submodules need to be updated.
Steamworks support is included and the DLL is loaded dynamically, you do not need the SDK headers and there is no special Steam or non-Steam version. The current implementation has been tested with Steamworks SDK v1.46.
To build the Make and Play edition of the game, uncomment #define MAKEANDPLAY
in MakeAndPlay.h
.
To generate the projects on Windows:
# Put your SDL2 folders somewhere nice!
mkdir build
cd build
cmake -A Win32 -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.24.0\include" -DSDL2_LIBRARIES="C:\SDL2-2.24.0\lib\x86\SDL2;C:\SDL2-2.24.0\lib\x86\SDL2main"
Then to compile the game, open the solution and click Build.
For more detailed information and troubleshooting, see the Compiling VVVVVV Guide on the Viki.
To generate everywhere else:
mkdir build
cd build
cmake ..
Then to compile the game, type make
.
Including data.zip
You'll need the data.zip file from VVVVVV to actually run the game! You can grab it from your copy of the game, or you can just download it for free from the Make and Play page. Put this file next to your executable and the game should run.
This is intended for personal use only - our license doesn't allow you to actually distribute this data.zip file with your own forks without getting permission from us first. See LICENSE.md for more details.