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Here's what causes #401: After the fade to menu delay ticks down to 0, the game calls game.quittomenu(), but the rest of mapinput() still executes. This means that the block that detects your ACTION press gets executed, because there's a check that fadetomenudelay is less than or equal to 0, and, well, it is. So if you've pressed ACTION on the exact frame that it counts down to 0, then the game detects your ACTION press, then processes it accordingly, and then sets the fadetomenudelay, which means it'll get reactivated the next time you open the map screen. But at this point, you get sent to TITLEMODE, because game.quittomenu() set game.gamestate accordingly. (This is why resetting game.fadetomenu or game.fadetomenudelay in game.quittomenu() or script.hardreset() won't fix this bug.) The solution here is to add a game.fadetomenu check to the ACTION press processing. Same-frame state transition logic is hard... actually, any sort of thing where two things happen on the same frame is really annoying. This also applies to fadetolab and fadetolabdelay, too. Fixes #401. |
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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).