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This de-duplicates the code, simplifying the codebase and reducing the number of code paths that needs to be maintained. It also adds robustness checks to LoadIcon that weren't there before (checking that loading the file succeeded and that decoding the file also succeeded). Now, you might think that loading the image with alpha will change things in some way. But actually, I tested it, and I'm pretty sure it doesn't. Since my window manager, i3, doesn't display icons, I've had to resort to this hacky multi-liner ( https://unix.stackexchange.com/a/48866 ) to dump the icon to a PAM file. I don't know what a PAM file is and all my various attempts to convert it into something readable failed. But what I did instead was just grab the icon of the game before this commit (on 2.3, just to be extra sure), and `diff`ed it with the grabbed icon now, and they end up being the exact same file. So there's literally no difference. The only other consideration is that LoadImage needs to be exported, since it's implemented in GraphicsResources.cpp. I just opted to forward-declare it right before LoadIcon in Screen.cpp, since it's really the only other time it's used. No need to create a new header file for it or anything. |
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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).