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Otherwise, this would result in the game updating an entity twice, which isn't good. This is most noticeable in the Gravitron, where many Gravitron squares are created and destroyed at a time, and it's especially noticeable during the part near the end of the Gravitron where the pattern is two Gravitron squares, one at the top and bottom, and then two Gravitron squares in the middle afterwards. The timing is just right such that the top one of the two middle ones would be misaligned with the bottom one of the two when a Gravitron square gets outside the screen. To do this, I changed entityclass::updateentities() into a bool, and made every single caller check its return value. I only needed to do this for the ones preceding updateentitylogic() and entitymapcollision(), but I wanted to play it safe and be defensive, so I did it for the disappearing platform kludge, as well as the updateentities() within the updateentities() function. |
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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).