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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-28 15:38:30 +02:00
VVVVVV/desktop_version
Misa 7ce87d7b13 Fix prompt fade out when activating overlapping zones
If you stood in two activity zones at once, you'll automatically select
the one that got created first. And when you activated it, the activity
zone prompt would switch to fading out the prompt of the OTHER activity
zone, the one you didn't activate.

This wasn't a problem in 2.2 and previous, because the fading animation
was simply bugged and defaulted to being solid black. However, in 2.3,
the fading animation is fixed, so this is possible.

Also, this really only happens in the main game. Since there's only one
type of useful activity zone in custom levels - namely the terminal
activity zone - if two activity zones did happen to overlap, activating
one of them wouldn't result in visibly fading out a different activity
zone (because they both look the same); furthermore custom level makers
are careful to not overlap terminal activity zones, lest this result in
player confusion; furthermore the placed activity zones only cover a
small area, whereas in the main game, crewmates' activity zones are
pretty big.

(Technically, you CAN create main game activity zones in custom levels,
but those are hardcoded to call main game scripts, and basically nobody
uses them.)

So what's the solution? Simply adding game.hascontrol and script.running
checks to the updating of game.activity_last[prompt|r|g|b].

Why not add those checks to the assignment of game.activeactivity, just
above? Because that would introduce a frame ordering issue (that
would NOT be (automatically) fixed by #535) where the eligibility of
pressing Enter on an activity zone now checks if you were standing in an
activity zone LAST frame, and not THIS frame. (I tested this with
libTAS.) Better to fiddle with the rendering code than fiddle with the
actual physics code.

The specific spot I used to test this was standing in Violet's activity
zone and the activity zone of the ship radio terminals (the three
terminals on the ground in her room); the ship radio terminals are
first-placed, so if you're testing this (and you should!), make that the
prompt is of the ship radio activity zone before activation.
2021-03-05 18:00:20 -05:00
..
src Fix prompt fade out when activating overlapping zones 2021-03-05 18:00:20 -05:00
.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 option to not use bundled TinyXML-2, PhysFS, and UTF8-CPP 2021-02-17 09:05:11 -05:00
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 note to README about "compiler quirks" only applying to 2.2 2020-06-21 20:51:04 -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 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