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VVVVVV/desktop_version
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
..
AppIcon.xcassets iOS port (for desktop_version) (#1137) 2024-11-15 20:33:10 -05:00
fonts Add support for GameCube glyphs. 2024-01-18 00:10:20 -05:00
lang Tweak one word in the Esperanto localisation 2024-11-15 21:22:01 -05:00
src Modify how enemy colors are set 2024-11-17 15:04:04 -04:00
VVVVVV-android iOS port (for desktop_version) (#1137) 2024-11-15 20:33:10 -05:00
.dockerignore Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
.gitignore Optimize recompilation from changing commit hash 2022-08-23 00:00:38 -07:00
CMakeLists.txt iOS port (for desktop_version) (#1137) 2024-11-15 20:33:10 -05:00
CONTRIBUTORS.txt CONTRIBUTORS.txt: leo60228 -> leo vriska 2024-05-21 20:57:19 -07:00
Dockerfile Update to SDL 2.24.0 2022-08-21 16:07:51 -07:00
fixupMac.sh Remove SDL2_mixer line from fixupMac.sh 2022-03-29 02:27:15 -04:00
icon.ico Updated .ico 2021-09-03 15:57:16 -04:00
icon.rc Embedded .ico 2021-08-28 11:21:49 -04:00
Info.plist iOS port (for desktop_version) (#1137) 2024-11-15 20:33:10 -05:00
README.md README: Add step for compiling 2024-01-22 00:18:20 -08:00
TRANSLATORS.txt added Ivan Lopes and Lucas Nunes to credits 2024-02-02 17:37:23 +01:00
version.cmake Style: Lowercase commands in version.cmake 2024-07-12 21:34:53 -07:00

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.