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Custom levels can have warp lines. If you have a warp line and a warping background in the same room, the warp line takes precedence over the warp background. However, whenever you enter a room with a warp line and warp background, any entities on the warping edges will be drawn with screenwrapping for one frame, even though they never wrapped at all. This is due to frame ordering: when the warp line gets created, obj.customwarpmode gets set to true. Then when the screen edges and warping logic gets ran, the very first thing that gets checked is this exact variable, and map.warpx/map.warpy get set appropriately - so there's no way the entity could legitimately screenwrap. However, that happens in gamelogic(). gamelogic() is also the one responsible for creating entities upon room load, but that happens after the obj.customwarpmode check - so when the game gets around to rendering in gamerender(), it sees that map.warpx or map.warpy is on, and draws the screenwrapping, even though map.warpx/map.warpy aren't really on at all. Only when gamelogic() is called in the frame later do map.warpx and map.warpy finally get set to false. To fix this, just set map.warpx and map.warpy to false when creating warp lines. |
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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).