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This commit refactors custom level scripts to no longer be stored in one giant vector containing not only every single script name, but every single script's contents as well. More specifically, scriptclass::customscript has been converted to an std::vector<Script> scriptclass::customscripts (note the extra S), and a Script is just a struct with an std::string name and std::vector<std::string> contents. This is an improvement in both performance and maintainability. The game no longer has to look through script contents in case they're actually script names, and then manually extract the script contents from there. Instead, all it has to do is look for script names only. And the contents are provided for free. This results in a performance gain. Also, the old system resulted in lots of boilerplate everywhere anytime scripts had to be handled or parsed. Now, the boilerplate is only done when saving or loading a custom level. This makes code quality much, much better. To be sure I didn't actually change anything, I tested by first saving Dimension Open in current 2.3 (because current 2.3 gets rid of the awful edentity whitespace), and then resaved it on this patch. There is absolutely no difference between the current-2.3-resave and this-patch-resave. |
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README.md |
This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!
License
VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.
In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!
Authors
- Created by Terry Cavanagh
- Room Names by Bennett Foddy
- Music by Magnus Pålsson
- Metal Soundtrack by FamilyJules
- 2.0 Update (C++ Port) by Simon Roth
- 2.2 Update (SDL2/PhysicsFS/Steamworks port) by Ethan Lee
- Beta Testing by Sam Kaplan and Pauli Kohberger
- Ending Picture by Pauli Kohberger
Versions
There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).