88d49547d4
This fixes a regression where the behavior of duplicate player entities is different, causing a gameplay section in Vespera Scientifica to be impossible, as described in #903. In the level, you are allowed to flip in mid-air. Vespera accomplishes this by having two duplicate player entities stuck in a platform. One of them is responsible for letting the player flip in one direction, and one of them is responsible for letting them flip in the other. In 2.3, this works because in order for a player entity to flip, `game.jumppressed` is checked, and the entity will flip if `game.jumppressed` is greater than 0, then `game.jumppressed` will be set to 0. In this way, whenever a player entity flips, it will set `game.jumppressed` to 0, so whenever the next player entity is evaluated, `game.jumppressed` is 0 and thus _that_ entity will not flip. This is because the for-loop surrounds both the `game.jumppressed` check and flipping the entity. In 2.4 after #609 and subsequent patches, however, this is not the case. Here, the for-loop only surrounds flipping the entity. Therefore, the `game.jumppressed` check is evaluated only once. So, it will end up flipping every player entity if the entities are eligible. In this case, one of them is eligible twice, resulting in the game flipping gravitycontrol four times, which is essentially the same as not flipping at all (except for all the sound effects). Hence, the fix here is to make it so the for-loop surrounds the `game.jumppressed` check. Now, this doesn't mean that the intent of #609 - that duplicate player entities have the same initial velocity applied to them when flipping - has to be removed. We can just put the for-loops back in. But I carefully implemented them in such a way that the overall function is not quadratic, i.e. O(n²). Instead, there's a pass done over the `obj.entities` vector beforehand to store all indexes of a player entity in a temporary vector, and then that vector is used to update all the player entities. In this manner, the function is still linear - O(n) - over the number of entities in the room. I tested this to make sure that no previous regressions popped up again, including #839, #855, and #887. And #484 is still resolved. Fixes #903. |
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fonts | ||
lang | ||
src | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
fixupMac.sh | ||
icon.ico | ||
icon.rc | ||
README.md | ||
version.cmake |
How to Build
VVVVVV's official desktop versions are built with the following environments:
- Windows: Visual Studio 2010
- macOS: Xcode CLT, currently targeting 10.9 SDK
- GNU/Linux: CentOS 7
The engine depends solely on SDL2 2.24.0+. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from SDL's website, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source. (If you're on Ubuntu and your Ubuntu is too old to have this SDL version, then see here for workarounds.)
Since VVVVVV 2.4, git submodules are used for the
third party libraries.
After cloning, run git submodule update --init
to set all of these up.
You can also use this command whenever the submodules need to be updated.
Steamworks support is included and the DLL is loaded dynamically, you do not need the SDK headers and there is no special Steam or non-Steam version. The current implementation has been tested with Steamworks SDK v1.46.
To generate the projects on Windows:
# Put your SDL2 folders somewhere nice!
mkdir flibitBuild
cd flibitBuild
cmake -A Win32 -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.24.0\include" -DSDL2_LIBRARIES="C:\SDL2-2.24.0\lib\x86\SDL2;C:\SDL2-2.24.0\lib\x86\SDL2main"
Note that on some systems, the SDL2_LIBRARIES
list on Windows may need
SDL2/SDL2main to have .lib
at the end of them. The reason for this
inconsistency is unknown.
Also note that if you're using a Visual Studio later than 2010, you will need to
change the -G
string accordingly; otherwise you will get a weird cryptic
error. Refer to the list below:
- VS 2012:
"Visual Studio 11 2012"
- VS 2013:
"Visual Studio 12 2013"
- VS 2015:
"Visual Studio 14 2015"
- VS 2017:
"Visual Studio 15 2017"
- VS 2019:
"Visual Studio 16 2019"
- VS 2022:
"Visual Studio 17 2022"
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