1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-12-23 01:59:43 +01:00
VVVVVV/desktop_version
Misa 6a6c09f69d Fix 1-frame flicker entering room with warp lines and entity on edge
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.
2021-03-25 22:29:40 -04:00
..
src Fix 1-frame flicker entering room with warp lines and entity on edge 2021-03-25 22:29:40 -04:00
.dockerignore Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
.gitignore Don't recompile all files when the commit hash is changed 2020-12-25 20:17:01 -05:00
CMakeLists.txt Add deferred callbacks to game loop 2021-03-21 02:55:42 -04:00
CONTRIBUTORS.txt Fix entities in the Warp Zone's gray tileset not being gray in the editor (#480) 2020-09-25 13:35:03 -04:00
Dockerfile Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
README.md Add SDL2 version number to desktop_version/ README 2021-03-17 10:58:13 -04:00
version.cmake Update commit hash every time it changes, not just when CMake is re-ran 2020-12-26 00:15:47 -05:00

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 2.0.14+ and SDL2_mixer. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from their respective websites, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source (including libogg/libvorbis/libvorbisfile).

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 generate the projects on Windows:

# Put your SDL2/SDL2_mixer folders somewhere nice!
mkdir flibitBuild
cd flibitBuild
cmake -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.0.10\include;C:\SDL2_mixer-2.0.4\include" -DSDL2_LIBRARIES="C:\SDL2-2.0.10\lib\x86\SDL2;C:\SDL2-2.0.10\lib\x86\SDL2main;C:\SDL2_mixer-2.0.4\lib\x86\SDL2_mixer"

Note that on some systems, the SDL2_LIBRARIES list on Windows may need SDL2/SDL2main/SDL2_mixer to have .lib at the end of them. The reason for this inconsistency is unknown.

To generate everywhere else:

mkdir flibitBuild
cd flibitBuild
cmake ..

macOS may be fussy about the SDK version. How to fix this is up to the whims of however Apple wants to make CMAKE_OSX_SYSROOT annoying to configure and retain each time Xcode updates.

Including data.zip

You'll need the data.zip file from VVVVVV to actually run the game! It's available to download separately for free in the Make and Play edition of the game. 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. (If you've got a project in mind that requires distributing this file, get in touch!)

A Word About Compiler Quirks

(Note: This section only applies to version 2.2 of the source code, which is the initial commit of this repository. Since then, much hard work has been put in to fix many undefined behaviors. If you're compiling the latest version of the source code, ignore this section.)

This engine is super fussy about optimization levels and runtime checks. In particular, the Windows version absolutely positively must be compiled in Debug mode, with /RTC enabled. If you build in Release mode, or have /RTC disabled, the game behaves dramatically different in ways that were never fully documented (bizarre softlocks, out-of-bounds issues that don't show up in tools like Valgrind, stuff like that). There are lots of things about this old code that could be cleaned up, polished, rewritten, and so on, but this is the one that will probably bite you the hardest when setting up your own build, regardless of platform.

We hope you'll enjoy messing with the source anyway!

Love, flibit