ab26985fde
This once again fixes the facing directions of crewmates upon room load, except now it covers more cases. So, here is the saga so far: - 2.0 (presumably) to 2.2: crewmate direction fix is special-cased at the end of mapclass::loadlevel(). Only covers crewmates created during the room load, does not cover crewmates created from scripts, only covers state 18 of crewmates. - 2.3 currently (after #220): crewmate direction fix is moved to entityclass::createentity(), which covers every avenue of crewmate creation (including from scripts), but still only covers state 18. - This commit: crewmate direction fix now covers every possible state of the crewmate, also does not copy-paste any code. What I've done instead is to make it so createentity() will immediately call updateentities() on the pushed-back entity. This is kludge-y, but is completely okay to do, because unlike other entities, crewmate entities never change their state or have any side-effects from double-evaluation, meaning calling updateentities() on them is idempotent and it's okay to call their updateentities() more than once. This does have the slight danger that if the states of crewmates were to change in the future to no longer be idempotent, this would end up resulting in a somewhat hard-to-track-down double-evaluation bug, but it's worth taking that risk. This fix is not applied to entity 14 (the supercrewmate) because it is possible that calling updateentities() on it will immediately remove the entity, which is not idempotent (it's changing the state of something outside the object). Supercrewmates are a bit difficult to work with outside of the main game anyways, and if you spawn them you could probably just use the changedir() script command to fix their direction, so I'm not inclined to fix this for them anyway. |
||
---|---|---|
.. | ||
src | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
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 2.0.14+ and SDL2_mixer. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from their respective websites, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source (including libogg/libvorbis/libvorbisfile).
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/SDL2_mixer folders somewhere nice!
mkdir flibitBuild
cd flibitBuild
cmake -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.0.10\include;C:\SDL2_mixer-2.0.4\include" -DSDL2_LIBRARIES="C:\SDL2-2.0.10\lib\x86\SDL2;C:\SDL2-2.0.10\lib\x86\SDL2main;C:\SDL2_mixer-2.0.4\lib\x86\SDL2_mixer"
Note that on some systems, the SDL2_LIBRARIES
list on Windows may need
SDL2/SDL2main/SDL2_mixer to have .lib
at the end of them. The reason for this
inconsistency is unknown.
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