mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-17 16:39:42 +01:00
192b2f2dba
While I was working on my over-30-FPS patch, I found out that the tower background in the credits scroll was being completely re-drawn every single frame, which was a bit wasteful and expensive. It's also harder to interpolate for my over-30-FPS patch. I'm guessing this constant re-draw was done because the math to get the surface scroll properly working is a bit subtle, but I've figured the precise math out! The first changes of this patch is just removing the unconditional `map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to get the credits scrolling in the right direction but make sure the title screen doesn't start scrolling like a descending tower, too. After that, the first problem is that it looks like the ACTION press to speed up the credits scrolling doesn't speed up the background, too. No problem, just shove a `!game.press_action` check in `gamecompletelogic()`. However, this introduces a mini-problem, which is that NOW when you hold down ACTION, the background appears to be slowly getting out of sync with the credits text by a one-pixel-per-second difference. This is actually due to the fact that, as a result of me adding the conditional, `map.bscroll` is no longer always unconditionally getting set to 1, while `game.creditposition` IS always unconditionally getting decremented by 1. And when you hold down ACTION, `game.creditposition` gets decremented by 6. Thus, I need to set `map.bscroll` when holding down ACTION to be 7, which is 6 plus 1. Then we have another problem, which is that the incoming textures desync when you press ACTION, and when you release ACTION. They desync by precisely 6 pixels, which should be a familiar number. I (eventually) tracked this down to `map.bypos` being updated at the same time `map.bscroll` is, even though `map.bypos` should be updated a frame later AFTER updating `map.bscroll`. So I had to change the `map.bypos` update in `gamecompleteinput()` and `gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place it before any `map.bscroll` update, thus ensuring that `map.bscroll` updates exactly one frame before `map.ypos` does. I had to move the `map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because `gamecompleteinput()` comes first before `gamecompletelogic()` in the `main.cpp` game loop, otherwise the `map.bypos` update won't be delayed by one frame for when you press ACTION to make it go faster, and thus cause a desync when you press ACTION. Oh and then after that, I had to make the descending tower background draw a THIRD row of incoming tiles, otherwise you could see some black flickering at the bottom of the screen when you held down ACTION. All of this took me way too long to figure out, but now the credits scroll works perfectly while being more optimized.
2191 lines
69 KiB
C++
2191 lines
69 KiB
C++
#include "Input.h"
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#include "Script.h"
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#include "MakeAndPlay.h"
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#include "tinyxml.h"
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#include "FileSystemUtils.h"
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extern scriptclass script;
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void updatebuttonmappings(int bind)
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{
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for (
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SDL_GameControllerButton i = SDL_CONTROLLER_BUTTON_A;
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i < SDL_CONTROLLER_BUTTON_DPAD_UP;
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i = (SDL_GameControllerButton) (i + 1)
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) {
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if (key.isDown(i))
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{
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bool dupe = false;
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if (bind == 1)
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{
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_flip.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
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}
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}
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}
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if (bind == 2)
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{
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_map.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
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}
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}
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}
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if (bind == 3)
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{
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_esc.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
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}
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}
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}
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}
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}
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}
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void menuactionpress()
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{
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switch (game.currentmenuname)
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{
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case Menu::mainmenu:
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#if defined(MAKEANDPLAY)
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#define MPOFFSET -1
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#else
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#define MPOFFSET 0
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#endif
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#if defined(NO_CUSTOM_LEVELS)
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#define NOCUSTOMSOFFSET -1
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#else
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#define NOCUSTOMSOFFSET 0
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#endif
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#define OFFSET (MPOFFSET+NOCUSTOMSOFFSET)
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switch (game.currentmenuoption)
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{
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#if !defined(MAKEANDPLAY)
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case 0:
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//Play
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if (!game.save_exists() && !game.anything_unlocked())
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{
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//No saves exist, just start a new game
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game.mainmenu = 0;
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graphics.fademode = 2;
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}
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else
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{
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//Bring you to the normal playmenu
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music.playef(11);
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game.createmenu(Menu::play);
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map.nexttowercolour();
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}
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break;
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#endif
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#if !defined(NO_CUSTOM_LEVELS)
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case OFFSET+1:
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//Bring you to the normal playmenu
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music.playef(11);
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game.createmenu(Menu::playerworlds);
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map.nexttowercolour();
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break;
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#endif
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case OFFSET+2:
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//Options
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music.playef(11);
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game.createmenu(Menu::graphicoptions);
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map.nexttowercolour();
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break;
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case OFFSET+3:
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//Options
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music.playef(11);
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game.createmenu(Menu::options);
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map.nexttowercolour();
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break;
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#if !defined(MAKEANDPLAY)
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case OFFSET+4:
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//Credits
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music.playef(11);
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game.createmenu(Menu::credits);
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map.nexttowercolour();
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break;
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#else
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#undef MPOFFSET
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#define MPOFFSET -2
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#endif
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case OFFSET+5:
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//bye!
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music.playef(2);
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game.mainmenu = 100;
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graphics.fademode = 2;
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break;
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#undef OFFSET
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#undef NOCUSTOMSOFFSET
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#undef MPOFFSET
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}
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break;
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#if !defined(NO_CUSTOM_LEVELS)
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case Menu::levellist:
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if(game.currentmenuoption==(int)game.menuoptions.size()-1){
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//go back to menu
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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}else if(game.currentmenuoption==(int)game.menuoptions.size()-2){
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//previous page
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music.playef(11);
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if(game.levelpage==0){
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game.levelpage=(ed.ListOfMetaData.size()-1)/8;
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}else{
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game.levelpage--;
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}
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game.createmenu(Menu::levellist, true);
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game.currentmenuoption=game.menuoptions.size()-2;
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map.nexttowercolour();
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}else if(game.currentmenuoption==(int)game.menuoptions.size()-3){
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//next page
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music.playef(11);
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if((size_t) ((game.levelpage*8)+8) >= ed.ListOfMetaData.size()){
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game.levelpage=0;
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}else{
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game.levelpage++;
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}
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game.createmenu(Menu::levellist, true);
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game.currentmenuoption=game.menuoptions.size()-3;
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map.nexttowercolour();
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}else{
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//Ok, launch the level!
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//PLAY CUSTOM LEVEL HOOK
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music.playef(11);
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game.playcustomlevel=(game.levelpage*8)+game.currentmenuoption;
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game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
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game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
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std::string name = "saves/" + ed.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv";
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TiXmlDocument doc;
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if (!FILESYSTEM_loadTiXmlDocument(name.c_str(), &doc)){
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game.mainmenu = 22;
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graphics.fademode = 2;
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}else{
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game.createmenu(Menu::quickloadlevel);
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map.nexttowercolour();
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}
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}
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break;
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#endif
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case Menu::quickloadlevel:
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switch (game.currentmenuoption)
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{
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case 0: //continue save
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game.mainmenu = 23;
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graphics.fademode = 2;
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break;
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case 1:
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game.mainmenu = 22;
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graphics.fademode = 2;
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break;
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case 2:
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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}
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break;
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#if !defined(NO_CUSTOM_LEVELS)
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case Menu::playerworlds:
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#if defined(NO_EDITOR)
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#define OFFSET -1
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#else
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#define OFFSET 0
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#endif
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switch (game.currentmenuoption)
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{
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case 0:
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music.playef(11);
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game.levelpage=0;
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ed.getDirectoryData();
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game.loadcustomlevelstats(); //Should only load a file if it's needed
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game.createmenu(Menu::levellist);
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map.nexttowercolour();
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break;
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#if !defined(NO_EDITOR)
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case 1:
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//LEVEL EDITOR HOOK
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music.playef(11);
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game.mainmenu = 20;
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graphics.fademode = 2;
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ed.filename="";
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break;
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#endif
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case OFFSET+2:
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//"OPENFOLDERHOOK"
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if (FILESYSTEM_openDirectoryEnabled()
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&& FILESYSTEM_openDirectory(FILESYSTEM_getUserLevelDirectory()))
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{
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music.playef(11);
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SDL_MinimizeWindow(graphics.screenbuffer->m_window);
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}
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else
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{
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music.playef(2);
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}
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break;
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case OFFSET+3:
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//back
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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}
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#undef OFFSET
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break;
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#endif
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case Menu::errornostart:
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music.playef(11);
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game.createmenu(Menu::mainmenu);
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map.nexttowercolour();
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break;
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case Menu::graphicoptions:
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switch (game.currentmenuoption)
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{
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case 0:
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music.playef(11);
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graphics.screenbuffer->toggleFullScreen();
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game.fullscreen = !game.fullscreen;
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game.savestats();
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game.currentmenuoption = 0;
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break;
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case 1:
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music.playef(11);
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graphics.screenbuffer->toggleStretchMode();
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game.stretchMode = (game.stretchMode + 1) % 3;
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game.savestats();
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game.currentmenuoption = 1;
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break;
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case 2:
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music.playef(11);
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graphics.screenbuffer->toggleLinearFilter();
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game.useLinearFilter = !game.useLinearFilter;
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game.savestats();
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game.currentmenuoption = 2;
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break;
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case 3:
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//change smoothing
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music.playef(11);
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game.fullScreenEffect_badSignal = !game.fullScreenEffect_badSignal;
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graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
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game.savestats();
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game.currentmenuoption = 3;
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break;
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case 4:
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//toggle mouse cursor
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music.playef(11);
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if (graphics.showmousecursor == true) {
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SDL_ShowCursor(SDL_DISABLE);
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graphics.showmousecursor = false;
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}
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else {
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SDL_ShowCursor(SDL_ENABLE);
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graphics.showmousecursor = true;
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}
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break;
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default:
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//back
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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}
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break;
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case Menu::youwannaquit:
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switch (game.currentmenuoption)
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{
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case 0:
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//bye!
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music.playef(2);
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game.mainmenu = 100;
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graphics.fademode = 2;
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break;
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default:
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music.playef(11);
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map.nexttowercolour(); //This goes first, otherwise mismatching continuemenu color is possible
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game.returnmenu();
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}
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break;
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case Menu::setinvincibility:
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switch (game.currentmenuoption)
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{
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case 0:
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//back
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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default:
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map.invincibility = !map.invincibility;
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game.savestats();
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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}
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break;
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case Menu::setslowdown:
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switch (game.currentmenuoption)
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{
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case 0:
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//back
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game.gameframerate=34;
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game.slowdown = 30;
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game.savestats();
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music.playef(11);
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game.returnmenu();
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game.currentmenuoption = 4;
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map.nexttowercolour();
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break;
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case 1:
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game.gameframerate=41;
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game.slowdown = 24;
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game.savestats();
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music.playef(11);
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game.returnmenu();
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game.currentmenuoption = 4;
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map.nexttowercolour();
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break;
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case 2:
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game.gameframerate=55;
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game.slowdown = 18;
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game.savestats();
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music.playef(11);
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game.returnmenu();
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game.currentmenuoption = 4;
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map.nexttowercolour();
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break;
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case 3:
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game.gameframerate=83;
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game.slowdown = 12;
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game.savestats();
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music.playef(11);
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game.returnmenu();
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game.currentmenuoption = 4;
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map.nexttowercolour();
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break;
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}
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break;
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case Menu::accessibility:
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switch (game.currentmenuoption)
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{
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case 0:
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//disable animated backgrounds
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game.colourblindmode = !game.colourblindmode;
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game.savestats();
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map.tdrawback = true;
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music.playef(11);
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break;
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case 1:
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//disable screeneffects
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game.noflashingmode = !game.noflashingmode;
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game.savestats();
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if (!game.noflashingmode)
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{
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music.playef(18);
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game.screenshake = 10;
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game.flashlight = 5;
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}else{
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music.playef(11);
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}
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break;
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case 2:
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//disable text outline
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graphics.notextoutline = !graphics.notextoutline;
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game.savestats();
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music.playef(11);
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break;
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case 3:
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//invincibility
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if (!map.invincibility)
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{
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game.createmenu(Menu::setinvincibility);
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map.nexttowercolour();
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}
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else
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{
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map.invincibility = !map.invincibility;
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}
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music.playef(11);
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break;
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case 4:
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//change game speed
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game.createmenu(Menu::setslowdown);
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map.nexttowercolour();
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music.playef(11);
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break;
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case 5:
|
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// toggle fake load screen
|
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game.skipfakeload = !game.skipfakeload;
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music.playef(11);
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break;
|
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case 6:
|
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// toggle translucent roomname BG
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graphics.translucentroomname = !graphics.translucentroomname;
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music.playef(11);
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break;
|
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case 7:
|
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//back
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
|
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default:
|
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//Can't do yet! play sad sound
|
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music.playef(2);
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break;
|
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}
|
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break;
|
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case Menu::options:
|
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{
|
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#if defined(MAKEANDPLAY)
|
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#define OFFSET -1
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#else
|
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#define OFFSET 0
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#endif
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|
|
switch (game.currentmenuoption)
|
|
{
|
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case 0:
|
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//accessibility options
|
|
music.playef(11);
|
|
game.createmenu(Menu::accessibility);
|
|
map.nexttowercolour();
|
|
break;
|
|
#if !defined(MAKEANDPLAY)
|
|
case 1:
|
|
//unlock play options
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenu);
|
|
map.nexttowercolour();
|
|
break;
|
|
#endif
|
|
case OFFSET+2:
|
|
//clear data menu
|
|
music.playef(11);
|
|
game.createmenu(Menu::controller);
|
|
map.nexttowercolour();
|
|
break;
|
|
case OFFSET+3:
|
|
//clear data menu
|
|
music.playef(11);
|
|
game.createmenu(Menu::cleardatamenu);
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
|
|
int mmmmmm_offset = music.mmmmmm ? 0 : -1;
|
|
if (game.currentmenuoption == OFFSET+4+mmmmmm_offset)
|
|
{
|
|
//**** TOGGLE MMMMMM
|
|
if(game.usingmmmmmm > 0){
|
|
game.usingmmmmmm=0;
|
|
}else{
|
|
game.usingmmmmmm=1;
|
|
}
|
|
music.usingmmmmmm = !music.usingmmmmmm;
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.savestats();
|
|
}
|
|
else if (game.currentmenuoption == OFFSET+5+mmmmmm_offset)
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
#undef OFFSET
|
|
break;
|
|
}
|
|
case Menu::unlockmenutrials:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0: //unlock 1
|
|
game.unlock[9] = true;
|
|
game.unlocknotify[9] = true;
|
|
music.playef(11);
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 0;
|
|
break;
|
|
case 1: //unlock 2
|
|
game.unlock[10] = true;
|
|
game.unlocknotify[10] = true;
|
|
music.playef(11);
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 1;
|
|
break;
|
|
case 2: //unlock 3
|
|
game.unlock[11] = true;
|
|
game.unlocknotify[11] = true;
|
|
music.playef(11);
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 2;
|
|
break;
|
|
case 3: //unlock 4
|
|
game.unlock[12] = true;
|
|
game.unlocknotify[12] = true;
|
|
music.playef(11);
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 3;
|
|
break;
|
|
case 4: //unlock 5
|
|
game.unlock[13] = true;
|
|
game.unlocknotify[13] = true;
|
|
music.playef(11);
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 4;
|
|
break;
|
|
case 5: //unlock 6
|
|
game.unlock[14] = true;
|
|
game.unlocknotify[14] = true;
|
|
music.playef(11);
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 5;
|
|
break;
|
|
case 6: //back
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::unlockmenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//unlock time trials separately...
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//unlock intermissions
|
|
music.playef(11);
|
|
game.unlock[16] = true;
|
|
game.unlocknotify[16] = true;
|
|
game.unlock[6] = true;
|
|
game.unlock[7] = true;
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.currentmenuoption = 1;
|
|
break;
|
|
case 2:
|
|
//unlock no death mode
|
|
music.playef(11);
|
|
game.unlock[17] = true;
|
|
game.unlocknotify[17] = true;
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.currentmenuoption = 2;
|
|
break;
|
|
case 3:
|
|
//unlock flip mode
|
|
music.playef(11);
|
|
game.unlock[18] = true;
|
|
game.unlocknotify[18] = true;
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.currentmenuoption = 3;
|
|
break;
|
|
case 4:
|
|
//unlock jukebox
|
|
music.playef(11);
|
|
game.stat_trinkets = 20;
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.currentmenuoption = 4;
|
|
break;
|
|
case 5:
|
|
//unlock secret lab
|
|
music.playef(11);
|
|
game.unlock[8] = true;
|
|
game.unlocknotify[8] = true;
|
|
game.savestats();
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.currentmenuoption = 5;
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits2, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//last page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits6, true);
|
|
game.currentmenuoption = 1;
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits2:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits25, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits, true);
|
|
game.currentmenuoption = 1;
|
|
map.nexttowercolour();
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits25:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits3, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits2, true);
|
|
game.currentmenuoption = 1;
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits3:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.current_credits_list_index += 9;
|
|
|
|
if (game.current_credits_list_index >= (int)game.superpatrons.size())
|
|
{
|
|
// No more super patrons. Move to the next credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
else
|
|
{
|
|
// There are more super patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits3, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index -= 9;
|
|
|
|
if (game.current_credits_list_index < 0)
|
|
{
|
|
//No more super patrons. Move to the previous credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits25, true);
|
|
}
|
|
else
|
|
{
|
|
//There are more super patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits3, true);
|
|
}
|
|
game.currentmenuoption = 1;
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.current_credits_list_index = 0;
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits4:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.current_credits_list_index += 14;
|
|
|
|
if (game.current_credits_list_index >= (int)game.patrons.size())
|
|
{
|
|
// No more patrons. Move to the next credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits5, true);
|
|
}
|
|
else
|
|
{
|
|
// There are more patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index -= 14;
|
|
|
|
if (game.current_credits_list_index < 0)
|
|
{
|
|
//No more patrons. Move to the previous credits section
|
|
game.current_credits_list_index = game.superpatrons.size() - 1 - (game.superpatrons.size()-1)%9;
|
|
game.createmenu(Menu::credits3, true);
|
|
}
|
|
else
|
|
{
|
|
//There are more patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
game.currentmenuoption = 1;
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.current_credits_list_index = 0;
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits5:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.current_credits_list_index += 9;
|
|
|
|
if (game.current_credits_list_index >= (int)game.githubfriends.size())
|
|
{
|
|
// No more GitHub contributors. Move to the next credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits6, true);
|
|
}
|
|
else
|
|
{
|
|
// There are more GitHub contributors. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits5, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index -= 9;
|
|
|
|
if (game.current_credits_list_index < 0)
|
|
{
|
|
//No more GitHub contributors. Move to the previous credits section
|
|
game.current_credits_list_index = game.patrons.size() - 1 - (game.patrons.size()-1)%14;
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
else
|
|
{
|
|
//There are more GitHub contributors. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits5, true);
|
|
}
|
|
game.currentmenuoption = 1;
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.current_credits_list_index = 0;
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits6:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//first page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index = game.githubfriends.size() - 1 - (game.githubfriends.size()-1)%9;
|
|
game.createmenu(Menu::credits5, true);
|
|
game.currentmenuoption = 1;
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
music.niceplay(6);
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::play:
|
|
{
|
|
//Do we have the Secret Lab option?
|
|
int sloffset = game.unlock[8] ? 0 : -1;
|
|
//Do we have a telesave or quicksave?
|
|
int ngoffset = game.save_exists() ? 0 : -1;
|
|
if (game.currentmenuoption == 0)
|
|
{
|
|
//continue
|
|
//right, this depends on what saves you've got
|
|
if (!game.save_exists())
|
|
{
|
|
//You have no saves but have something unlocked, or you couldn't have gotten here
|
|
game.mainmenu = 0;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.telesummary == "")
|
|
{
|
|
//You at least have a quicksave, or you couldn't have gotten here
|
|
game.mainmenu = 2;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.quicksummary == "")
|
|
{
|
|
//You at least have a telesave, or you couldn't have gotten here
|
|
game.mainmenu = 1;
|
|
graphics.fademode = 2;
|
|
}
|
|
else
|
|
{
|
|
//go to a menu!
|
|
music.playef(11);
|
|
game.loadsummary(); //Prepare save slots to display
|
|
game.createmenu(Menu::continuemenu);
|
|
}
|
|
}
|
|
else if (game.currentmenuoption == 1 && game.unlock[8])
|
|
{
|
|
if(!map.invincibility && game.slowdown == 30){
|
|
game.mainmenu = 11;
|
|
graphics.fademode = 2;
|
|
}else{
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
}
|
|
}
|
|
else if (game.currentmenuoption == sloffset+2)
|
|
{
|
|
//play modes
|
|
music.playef(11);
|
|
game.createmenu(Menu::playmodes);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == sloffset+3 && game.save_exists())
|
|
{
|
|
//newgame
|
|
music.playef(11);
|
|
game.createmenu(Menu::newgamewarning);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == sloffset+ngoffset+4)
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
break;
|
|
}
|
|
case Menu::newgamewarning:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//yep
|
|
game.mainmenu = 0;
|
|
graphics.fademode = 2;
|
|
game.deletequick();
|
|
game.deletetele();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case Menu::controller:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
game.controllerSensitivity++;
|
|
music.playef(11);
|
|
if(game.controllerSensitivity > 4)
|
|
{
|
|
game.controllerSensitivity = 0;
|
|
}
|
|
break;
|
|
|
|
case 4:
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::cleardatamenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//yep
|
|
music.playef(23);
|
|
game.deletequick();
|
|
game.deletetele();
|
|
game.deletestats();
|
|
game.flashlight = 5;
|
|
game.screenshake = 15;
|
|
game.createmenu(Menu::mainmenu);
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::playmodes:
|
|
if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) //go to the time trial menu
|
|
{
|
|
music.playef(11);
|
|
game.createmenu(Menu::timetrials);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 1 && game.unlock[16])
|
|
{
|
|
//intermission mode menu
|
|
music.playef(11);
|
|
game.createmenu(Menu::intermissionmenu);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 2 && game.unlock[17] && game.slowdown == 30 && !map.invincibility) //start a game in no death mode
|
|
{
|
|
music.playef(11);
|
|
game.createmenu(Menu::startnodeathmode);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode
|
|
{
|
|
music.playef(18);
|
|
game.screenshake = 10;
|
|
game.flashlight = 5;
|
|
graphics.setflipmode = !graphics.setflipmode;
|
|
game.savemystats = true;
|
|
}
|
|
else if (game.currentmenuoption == 4)
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
else
|
|
{
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
}
|
|
break;
|
|
case Menu::startnodeathmode:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0: //start no death mode, disabling cutscenes
|
|
game.mainmenu = 10;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 1:
|
|
game.mainmenu = 9;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::continuemenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
game.mainmenu = 1;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 1:
|
|
game.mainmenu = 2;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::intermissionmenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.createmenu(Menu::playint1);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.createmenu(Menu::playint2);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::playint1:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
game.mainmenu = 12;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 1:
|
|
game.mainmenu = 13;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 2:
|
|
game.mainmenu = 14;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 3:
|
|
game.mainmenu = 15;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 4:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::playint2:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
game.mainmenu = 16;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 1:
|
|
game.mainmenu = 17;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 2:
|
|
game.mainmenu = 18;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 3:
|
|
game.mainmenu = 19;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 4:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::gameover2:
|
|
//back
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.returntomenu(Menu::playmodes);
|
|
map.nexttowercolour();
|
|
break;
|
|
case Menu::unlocktimetrials:
|
|
case Menu::unlocktimetrial:
|
|
case Menu::unlocknodeathmode:
|
|
case Menu::unlockintermission:
|
|
case Menu::unlockflipmode:
|
|
//back
|
|
music.playef(11);
|
|
game.createmenu(Menu::play, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case Menu::timetrials:
|
|
if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
|
|
{
|
|
game.mainmenu = 3;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
|
|
{
|
|
game.mainmenu = 4;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
|
|
{
|
|
game.mainmenu = 5;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
|
|
{
|
|
game.mainmenu = 6;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
|
|
{
|
|
game.mainmenu = 7;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 5 && game.unlock[14]) //final
|
|
{
|
|
game.mainmenu = 8;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 6) //go to the time trial menu
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
else
|
|
{
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
}
|
|
break;
|
|
case Menu::timetrialcomplete3:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//back
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//Ok but first quickly remove the last stack frame to prevent piling up timetrialcomplete stack frames
|
|
if (game.menustack.empty())
|
|
{
|
|
puts("Error: menu stack is empty!");
|
|
}
|
|
else
|
|
{
|
|
game.menustack.pop_back();
|
|
}
|
|
//duplicate the above based on given time trial level!
|
|
if (game.timetriallevel == 0) //space station 1
|
|
{
|
|
game.mainmenu = 3;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.timetriallevel == 1) //lab
|
|
{
|
|
game.mainmenu = 4;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.timetriallevel == 2) //tower
|
|
{
|
|
game.mainmenu = 5;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.timetriallevel == 3) //station 2
|
|
{
|
|
game.mainmenu = 6;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.timetriallevel == 4) //warp
|
|
{
|
|
game.mainmenu = 7;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.timetriallevel == 5) //final
|
|
{
|
|
game.mainmenu = 8;
|
|
graphics.fademode = 2;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::gamecompletecontinue:
|
|
case Menu::nodeathmodecomplete2:
|
|
music.play(6);
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void titleinput()
|
|
{
|
|
//game.mx = (mouseX / 4);
|
|
//game.my = (mouseY / 4);
|
|
|
|
//TODO bit wasteful doing this every poll
|
|
key.setSensitivity(game.controllerSensitivity);
|
|
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
if (graphics.flipmode)
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true)) game.press_left = true;
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true)) game.press_right = true;
|
|
}
|
|
else
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true))
|
|
{
|
|
game.press_left = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true))
|
|
{
|
|
game.press_right = true;
|
|
}
|
|
}
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) game.press_action = true;
|
|
//|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.press_action = true; //on menus, up and down don't work as action
|
|
if (key.isDown(KEYBOARD_ENTER)) game.press_map = true;
|
|
|
|
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
|
|
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
|
|
if (!game.press_map) game.mapheld = false;
|
|
|
|
if (!game.jumpheld && graphics.fademode==0)
|
|
{
|
|
if (game.press_action || game.press_left || game.press_right || game.press_map)
|
|
{
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (key.isDown(27) && game.currentmenuname != Menu::youwannaquit && game.menustart)
|
|
{
|
|
music.playef(11);
|
|
game.createmenu(Menu::youwannaquit);
|
|
map.nexttowercolour();
|
|
}
|
|
|
|
if(game.menustart)
|
|
{
|
|
if (game.press_left)
|
|
{
|
|
game.currentmenuoption--;
|
|
}
|
|
else if (game.press_right)
|
|
{
|
|
game.currentmenuoption++;
|
|
}
|
|
}
|
|
|
|
if (game.currentmenuoption < 0) game.currentmenuoption = game.menuoptions.size()-1;
|
|
if (game.currentmenuoption >= (int) game.menuoptions.size() ) game.currentmenuoption = 0;
|
|
|
|
if (game.press_action)
|
|
{
|
|
if (!game.menustart)
|
|
{
|
|
game.menustart = true;
|
|
music.play(6);
|
|
music.playef(18);
|
|
game.screenshake = 10;
|
|
game.flashlight = 5;
|
|
map.colstate = 10;
|
|
map.nexttowercolour();
|
|
}
|
|
else
|
|
{
|
|
menuactionpress();
|
|
}
|
|
}
|
|
if ( game.currentmenuname == Menu::controller &&
|
|
game.currentmenuoption > 0 &&
|
|
game.currentmenuoption < 4 &&
|
|
key.controllerButtonDown() )
|
|
{
|
|
updatebuttonmappings(game.currentmenuoption);
|
|
}
|
|
|
|
}
|
|
|
|
if (graphics.fademode == 1)
|
|
script.startgamemode(game.mainmenu);
|
|
}
|
|
|
|
void gameinput()
|
|
{
|
|
//TODO mouse input
|
|
//game.mx = (mouseX / 2);
|
|
//game.my = (mouseY / 2);
|
|
|
|
if(!script.running)
|
|
{
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false))
|
|
{
|
|
game.press_left = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
|
|
{
|
|
game.press_right = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s)|| key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.press_action = true;
|
|
};
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
|
|
{
|
|
game.press_map = true;
|
|
}
|
|
}
|
|
|
|
if (game.advancetext)
|
|
{
|
|
if (game.pausescript)
|
|
{
|
|
game.press_action = false;
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
|
|
}
|
|
|
|
if (game.press_action && !game.jumpheld)
|
|
{
|
|
if (game.pausescript)
|
|
{
|
|
game.pausescript = false;
|
|
game.hascontrol = true;
|
|
game.jumpheld = true;
|
|
}
|
|
else
|
|
{
|
|
if(!game.glitchrunkludge) game.state++;
|
|
game.jumpheld = true;
|
|
game.glitchrunkludge=true;
|
|
//Bug fix! You should only be able to do this ONCE.
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!game.press_map) game.mapheld = false;
|
|
|
|
if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
|
|
{
|
|
//restart the time trial
|
|
game.quickrestartkludge = false;
|
|
script.startgamemode(game.timetriallevel + 3);
|
|
game.deathseq = -1;
|
|
game.completestop = false;
|
|
}
|
|
|
|
//Returning to editor mode must always be possible
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
|
if(map.custommode && !map.custommodeforreal){
|
|
if ((game.press_map || key.isDown(27)) && !game.mapheld){
|
|
game.mapheld = true;
|
|
//Return to level editor
|
|
if (game.activeactivity > -1 && game.press_map){
|
|
if((int(std::abs(obj.entities[obj.getplayer()].vx))<=1) && (int(obj.entities[obj.getplayer()].vy) == 0) )
|
|
{
|
|
script.load(obj.blocks[game.activeactivity].script);
|
|
obj.removeblock(game.activeactivity);
|
|
game.activeactivity = -1;
|
|
}
|
|
}else{
|
|
game.gamestate = EDITORMODE;
|
|
|
|
graphics.textboxremove();
|
|
game.hascontrol = true;
|
|
game.advancetext = false;
|
|
game.completestop = false;
|
|
game.state = 0;
|
|
graphics.showcutscenebars = false;
|
|
|
|
graphics.backgrounddrawn=false;
|
|
music.fadeout();
|
|
//If warpdir() is used during playtesting, we need to set it back after!
|
|
for (int j = 0; j < ed.maxheight; j++)
|
|
{
|
|
for (int i = 0; i < ed.maxwidth; i++)
|
|
{
|
|
ed.level[i+(j*ed.maxwidth)].warpdir=ed.kludgewarpdir[i+(j*ed.maxwidth)];
|
|
}
|
|
}
|
|
map.scrolldir = 0;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//Entity type 0 is player controled
|
|
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
|
|
{
|
|
if (obj.entities[ie].rule == 0)
|
|
{
|
|
if (game.hascontrol && game.deathseq == -1 && game.lifeseq <= 5)
|
|
{
|
|
if (game.press_map && !game.mapheld)
|
|
{
|
|
game.mapheld = true;
|
|
|
|
if (game.activetele && game.readytotele > 20 && !game.intimetrial)
|
|
{
|
|
if(!graphics.flipmode)
|
|
{
|
|
obj.flags[73] = true; //Flip mode test
|
|
}
|
|
if(int(std::abs(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
|
|
{
|
|
//wait! space station 2 debug thingy
|
|
if (game.teleportscript != "")
|
|
{
|
|
|
|
//trace(game.recordstring);
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
music.fadeout();
|
|
|
|
int player = obj.getplayer();
|
|
obj.entities[player].colour = 102;
|
|
|
|
int teleporter = obj.getteleporter();
|
|
obj.entities[teleporter].tile = 6;
|
|
obj.entities[teleporter].colour = 102;
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 4000;
|
|
game.statedelay = 0;
|
|
}
|
|
else if (game.companion == 0)
|
|
{
|
|
//Alright, normal teleporting
|
|
game.gamestate = TELEPORTERMODE;
|
|
graphics.menuoffset = 240; //actually this should count the roomname
|
|
if (map.extrarow) graphics.menuoffset -= 10;
|
|
|
|
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
|
|
|
|
graphics.resumegamemode = false;
|
|
|
|
game.useteleporter = true;
|
|
game.initteleportermode();
|
|
}
|
|
else
|
|
{
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
music.fadeout();
|
|
|
|
int player = obj.getplayer();
|
|
obj.entities[player].colour = 102;
|
|
int companion = obj.getcompanion();
|
|
if(companion>-1) obj.entities[companion].colour = 102;
|
|
|
|
int teleporter = obj.getteleporter();
|
|
obj.entities[teleporter].tile = 6;
|
|
obj.entities[teleporter].colour = 102;
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 3000;
|
|
game.statedelay = 0;
|
|
}
|
|
}
|
|
}
|
|
else if (game.activeactivity > -1)
|
|
{
|
|
if((int(std::abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
|
|
{
|
|
script.load(obj.blocks[game.activeactivity].script);
|
|
obj.removeblock(game.activeactivity);
|
|
game.activeactivity = -1;
|
|
}
|
|
}
|
|
else if (game.swnmode == 1 && game.swngame == 1)
|
|
{
|
|
//quitting the super gravitron
|
|
game.mapheld = true;
|
|
//Quit menu, same conditions as in game menu
|
|
game.gamestate = MAPMODE;
|
|
game.gamesaved = false;
|
|
graphics.resumegamemode = false;
|
|
game.menupage = 20; // The Map Page
|
|
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
|
|
graphics.menuoffset = 240; //actually this should count the roomname
|
|
if (map.extrarow) graphics.menuoffset -= 10;
|
|
}
|
|
else if (game.intimetrial && graphics.fademode==0)
|
|
{
|
|
//Quick restart of time trial
|
|
script.hardreset();
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
|
graphics.fademode = 2;
|
|
game.completestop = true;
|
|
music.fadeout();
|
|
game.intimetrial = true;
|
|
game.quickrestartkludge = true;
|
|
}
|
|
else if (graphics.fademode==0)
|
|
{
|
|
//Normal map screen, do transition later
|
|
game.gamestate = MAPMODE;
|
|
map.cursordelay = 0;
|
|
map.cursorstate = 0;
|
|
game.gamesaved = false;
|
|
graphics.resumegamemode = false;
|
|
game.menupage = 0; // The Map Page
|
|
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
|
|
graphics.menuoffset = 240; //actually this should count the roomname
|
|
if (map.extrarow) graphics.menuoffset -= 10;
|
|
}
|
|
}
|
|
|
|
if ((key.isDown(27) || key.isDown(game.controllerButton_esc)) && (!map.custommode || map.custommodeforreal))
|
|
{
|
|
game.mapheld = true;
|
|
//Quit menu, same conditions as in game menu
|
|
game.gamestate = MAPMODE;
|
|
game.gamesaved = false;
|
|
graphics.resumegamemode = false;
|
|
game.menupage = 10; // The Map Page
|
|
|
|
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
|
|
graphics.menuoffset = 240; //actually this should count the roomname
|
|
if (map.extrarow) graphics.menuoffset -= 10;
|
|
}
|
|
|
|
if (key.keymap[SDLK_r] && game.deathseq<=0)// && map.custommode) //Have fun glitchrunners!
|
|
{
|
|
game.deathseq = 30;
|
|
}
|
|
|
|
if (game.press_left)
|
|
{
|
|
game.tapleft++;
|
|
}
|
|
else
|
|
{
|
|
if (game.tapleft <= 4 && game.tapleft > 0)
|
|
{
|
|
if (obj.entities[ie].vx < 0.0f)
|
|
{
|
|
obj.entities[ie].vx = 0.0f;
|
|
}
|
|
}
|
|
game.tapleft = 0;
|
|
}
|
|
if (game.press_right)
|
|
{
|
|
game.tapright++;
|
|
}
|
|
else
|
|
{
|
|
if (game.tapright <= 4 && game.tapright > 0)
|
|
{
|
|
if (obj.entities[ie].vx > 0.0f)
|
|
{
|
|
obj.entities[ie].vx = 0.0f;
|
|
}
|
|
}
|
|
game.tapright = 0;
|
|
}
|
|
|
|
|
|
if(game.press_left)
|
|
{
|
|
obj.entities[ie].ax = -3;
|
|
obj.entities[ie].dir = 0;
|
|
}
|
|
else if (game.press_right)
|
|
{
|
|
obj.entities[ie].ax = 3;
|
|
obj.entities[ie].dir = 1;
|
|
}
|
|
|
|
if (!game.press_action)
|
|
{
|
|
game.jumppressed = 0;
|
|
game.jumpheld = false;
|
|
}
|
|
|
|
if (game.press_action && !game.jumpheld)
|
|
{
|
|
game.jumppressed = 5;
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (game.jumppressed > 0)
|
|
{
|
|
game.jumppressed--;
|
|
if (obj.entities[ie].onground>0 && game.gravitycontrol == 0)
|
|
{
|
|
game.gravitycontrol = 1;
|
|
obj.entities[ie].vy = -4;
|
|
obj.entities[ie].ay = -3;
|
|
music.playef(0);
|
|
game.jumppressed = 0;
|
|
game.totalflips++;
|
|
}
|
|
if (obj.entities[ie].onroof>0 && game.gravitycontrol == 1)
|
|
{
|
|
game.gravitycontrol = 0;
|
|
obj.entities[ie].vy = 4;
|
|
obj.entities[ie].ay = 3;
|
|
music.playef(1);
|
|
game.jumppressed = 0;
|
|
game.totalflips++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Simple detection of keypresses outside player control, will probably scrap this (expand on
|
|
//advance text function)
|
|
if (!game.press_action)
|
|
{
|
|
game.jumppressed = 0;
|
|
game.jumpheld = false;
|
|
}
|
|
|
|
if (game.press_action && !game.jumpheld)
|
|
{
|
|
game.jumppressed = 5;
|
|
game.jumpheld = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void mapinput()
|
|
{
|
|
//TODO Mouse Input!
|
|
//game.mx = (mouseX / 2);
|
|
//game.my = (mouseY / 2);
|
|
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
if(graphics.menuoffset==0)
|
|
{
|
|
if (graphics.flipmode)
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsLeft(false) ) game.press_left = true;
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsRight(false)) game.press_right = true;
|
|
}
|
|
else
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(false))
|
|
{
|
|
game.press_left = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s)|| key.controllerWantsRight(false))
|
|
{
|
|
game.press_right = true;
|
|
}
|
|
}
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.press_action = true;
|
|
}
|
|
if (game.menupage < 9)
|
|
{
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) ) game.press_map = true;
|
|
if (key.isDown(27))
|
|
{
|
|
game.mapheld = true;
|
|
game.menupage = 10;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(27)|| key.isDown(game.controllerButton_map) ) game.press_map = true;
|
|
}
|
|
|
|
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
|
|
if (!game.press_action && !game.press_left && !game.press_right)
|
|
{
|
|
game.jumpheld = false;
|
|
}
|
|
if (!game.press_map && !key.isDown(27))
|
|
{
|
|
game.mapheld = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
game.mapheld = true;
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (!game.mapheld)
|
|
{
|
|
if(game.press_map && game.menupage < 10)
|
|
{
|
|
//Normal map screen, do transition later
|
|
graphics.resumegamemode = true;
|
|
}
|
|
}
|
|
|
|
if (graphics.fademode == 1)
|
|
{
|
|
FillRect(graphics.menubuffer, 0x000000);
|
|
graphics.resumegamemode = true;
|
|
obj.removeallblocks();
|
|
game.activeactivity = -1;
|
|
game.menukludge = false;
|
|
if (game.menupage >= 20)
|
|
{
|
|
game.state = 96;
|
|
game.statedelay = 0;
|
|
}
|
|
else
|
|
{
|
|
game.state = 80;
|
|
game.statedelay = 0;
|
|
}
|
|
}
|
|
|
|
if (!game.jumpheld)
|
|
{
|
|
if (game.press_action || game.press_left || game.press_right || game.press_map)
|
|
{
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (game.press_left)
|
|
{
|
|
game.menupage--;
|
|
}
|
|
else if (game.press_right)
|
|
{
|
|
game.menupage++;
|
|
}
|
|
|
|
if (game.menupage == 1 && obj.flags[67] && game.press_action && !game.insecretlab && !map.custommode)
|
|
{
|
|
//Warp back to the ship
|
|
graphics.resumegamemode = true;
|
|
|
|
game.teleport_to_x = 2;
|
|
game.teleport_to_y = 11;
|
|
|
|
//trace(game.recordstring);
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
|
|
int i = obj.getplayer();
|
|
obj.entities[i].colour = 102;
|
|
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 4000;
|
|
game.statedelay = 0;
|
|
}
|
|
|
|
if (game.menupage == 3 && !game.gamesaved && game.press_action && !game.intimetrial
|
|
&& !game.nodeathmode && !game.insecretlab && !game.inintermission)
|
|
{
|
|
game.flashlight = 5;
|
|
game.screenshake = 10;
|
|
music.playef(18);
|
|
game.gamesaved = true;
|
|
|
|
game.savetime = game.timestring();
|
|
game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
|
|
game.savetrinkets = game.trinkets();
|
|
|
|
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
|
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
|
if(map.custommodeforreal)
|
|
{
|
|
game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
game.savequick();
|
|
}
|
|
}
|
|
|
|
if (game.menupage == 10 && game.press_action)
|
|
{
|
|
//return to game
|
|
graphics.resumegamemode = true;
|
|
}
|
|
if (game.menupage == 11 && game.press_action)
|
|
{
|
|
//quit to menu
|
|
if (graphics.fademode == 0)
|
|
{
|
|
//Kill contents of offset render buffer, since we do that for some reason.
|
|
//This fixes an apparent frame flicker.
|
|
FillRect(graphics.tempBuffer, 0x000000);
|
|
if (game.intimetrial || game.insecretlab || game.nodeathmode) game.menukludge = true;
|
|
game.wasintimetrial = game.intimetrial;
|
|
game.wasinintermission = game.inintermission;
|
|
game.wasinnodeathmode = game.nodeathmode;
|
|
game.wasincustommode = map.custommode;
|
|
script.hardreset();
|
|
if(graphics.setflipmode) graphics.flipmode = true;
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
map.nexttowercolour();
|
|
}
|
|
}
|
|
|
|
if (game.menupage == 20 && game.press_action)
|
|
{
|
|
//return to game
|
|
graphics.resumegamemode = true;
|
|
}
|
|
if (game.menupage == 21 && game.press_action)
|
|
{
|
|
//quit to menu
|
|
if (graphics.fademode == 0)
|
|
{
|
|
game.swnmode = false;
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
}
|
|
}
|
|
|
|
if (game.menupage < 0) game.menupage = 3;
|
|
if (game.menupage > 3 && game.menupage < 9) game.menupage = 0;
|
|
|
|
if (game.menupage == 9) game.menupage = 11;
|
|
if (game.menupage == 12) game.menupage = 10;
|
|
|
|
if (game.menupage == 19) game.menupage = 21;
|
|
if (game.menupage == 22) game.menupage = 20;
|
|
|
|
}
|
|
}
|
|
|
|
void teleporterinput()
|
|
{
|
|
//Todo Mouseinput!
|
|
//game.mx = (mouseX / 2);
|
|
//game.my = (mouseY / 2);
|
|
|
|
int tempx, tempy;
|
|
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
if(graphics.menuoffset==0)
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT)|| key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false) ) game.press_left = true;
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d)|| key.controllerWantsRight(false) ) game.press_right = true;
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)|| key.isDown(KEYBOARD_w)|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
|
|
|
|
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
|
|
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
|
|
if (!game.press_map) game.mapheld = false;
|
|
}
|
|
else
|
|
{
|
|
game.mapheld = true;
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (!game.jumpheld)
|
|
{
|
|
if (game.press_action || game.press_left || game.press_right || game.press_map)
|
|
{
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (game.press_left)
|
|
{
|
|
game.teleport_to_teleporter--;
|
|
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1;
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
while (map.explored[tempx + (20 * tempy)] == 0)
|
|
{
|
|
game.teleport_to_teleporter--;
|
|
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1;
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
}
|
|
}
|
|
else if (game.press_right)
|
|
{
|
|
game.teleport_to_teleporter++;
|
|
if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0;
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
while (map.explored[tempx + (20 * tempy)] == 0)
|
|
{
|
|
game.teleport_to_teleporter++;
|
|
if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0;
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
}
|
|
}
|
|
|
|
if (game.press_map)
|
|
{
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
if (game.roomx == tempx + 100 && game.roomy == tempy + 100)
|
|
{
|
|
//cancel!
|
|
graphics.resumegamemode = true;
|
|
}
|
|
else
|
|
{
|
|
//teleport
|
|
graphics.resumegamemode = true;
|
|
game.teleport_to_x = tempx;
|
|
game.teleport_to_y = tempy;
|
|
|
|
//trace(game.recordstring);
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
|
|
int i = obj.getplayer();
|
|
obj.entities[i].colour = 102;
|
|
|
|
i = obj.getteleporter();
|
|
obj.entities[i].tile = 6;
|
|
obj.entities[i].colour = 102;
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 4000;
|
|
game.statedelay = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gamecompleteinput()
|
|
{
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
//Do this here because input comes first
|
|
map.bypos += map.bscroll;
|
|
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.creditposition -= 6;
|
|
if (game.creditposition <= -game.creditmaxposition)
|
|
{
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
}
|
|
game.creditposition = -game.creditmaxposition;
|
|
}
|
|
else
|
|
{
|
|
map.bscroll = +7;
|
|
}
|
|
game.press_action = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_ENTER)|| key.isDown(game.controllerButton_map)) game.press_map = true;
|
|
|
|
if (!game.mapheld)
|
|
{
|
|
if(game.press_map)
|
|
{
|
|
//Return to game
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gamecompleteinput2()
|
|
{
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.creditposx++;
|
|
if (game.creditposy >= 30)
|
|
{
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
}
|
|
}
|
|
game.press_action = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
|
|
|
|
if (!game.mapheld)
|
|
{
|
|
if(game.press_map)
|
|
{
|
|
//Return to game
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
}
|
|
}
|
|
}
|
|
}
|