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https://github.com/TerryCavanagh/VVVVVV.git
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9045e26d3e
Language folders can now have a graphics folder, with these files: - sprites.png and flipsprites.png: spritesheets which contain translated versions of the word enemies and checkpoints - spritesmask.xml: an XML file containing all the sprites that should be copied from the translated sprites and flipsprites images to the original sprites/flipsprites. This means that the translated spritesheets don't have to contain ALL sprites - they only have to contain the translated ones. When loading them, the game assembles a combined spritesheet with translated sprites replacing English ones as needed, and this sheet is used to visually substitute the normal sprites at rendering time. It's important to note that even if 32x32 enemies have pixel-perfect hitboxes, this is only a visual change. This has been discussed several times on Discord - basically we don't want to give people unfair advantages or disadvantages because of their language setting, or change existing gameplay and speedruns tactics, which may depend on the exact pixel arrangements of the enemies. Therefore, the hitboxes are still based on the English sprites. This should be basically unnoticeable for casual players, especially with some thought from translators and artists, but there will be an option in the speedrunner menu to display the original sprites all the time. I removed the `VVV_freefunc(SDL_FreeSurface, *tilesheet)` in make_array() in Graphics.cpp, which frees grphx.im_sprites_surf and grphx.im_flipsprites_surf. Since GraphicsResources::destroy() already frees these, it looks like the only purpose the one in make_array() serves is to do it earlier. But now we need them again later (when switching languages) so let's just not free them early.
53 lines
1.1 KiB
C++
53 lines
1.1 KiB
C++
#ifndef GRAPHICSRESOURCES_H
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#define GRAPHICSRESOURCES_H
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#include <SDL.h>
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enum TextureLoadType
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{
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TEX_COLOR,
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TEX_WHITE,
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TEX_GRAYSCALE
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};
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class GraphicsResources
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{
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public:
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void init(void);
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void destroy(void);
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void init_translations(void);
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SDL_Surface* im_sprites_surf;
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SDL_Surface* im_flipsprites_surf;
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SDL_Texture* im_tiles;
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SDL_Texture* im_tiles_white;
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SDL_Texture* im_tiles_tint;
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SDL_Texture* im_tiles2;
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SDL_Texture* im_tiles2_tint;
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SDL_Texture* im_tiles3;
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SDL_Texture* im_entcolours;
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SDL_Texture* im_entcolours_tint;
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SDL_Texture* im_sprites;
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SDL_Texture* im_flipsprites;
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SDL_Texture* im_teleporter;
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SDL_Texture* im_image0;
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SDL_Texture* im_image1;
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SDL_Texture* im_image2;
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SDL_Texture* im_image3;
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SDL_Texture* im_image4;
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SDL_Texture* im_image5;
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SDL_Texture* im_image6;
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SDL_Texture* im_image7;
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SDL_Texture* im_image8;
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SDL_Texture* im_image9;
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SDL_Texture* im_image10;
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SDL_Texture* im_image11;
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SDL_Texture* im_image12;
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SDL_Texture* im_sprites_translated;
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SDL_Texture* im_flipsprites_translated;
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};
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#endif /* GRAPHICSRESOURCES_H */
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