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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-01 18:43:33 +02:00
VVVVVV/desktop_version/src/RenderFixed.cpp
Misa ef46dadb68 Show skip prompt during credits and ending picture
This adds a "- Press {button} to skip -" prompt to both the credits and
ending picture sequences.

It was always possible to skip them by pressing Enter, but not many
people knew this. In fact, even I didn't know this until I saw Elomavi
do it a year or so ago. So it's not really intuitive that this is
possible.

The prompt only shows up if you've completed the game before, and
disappears after two seconds similar to the "[Press {button} to return
to editor]" text.

Unfortunately, given how the game works, game completion is detected
based on if you have unlocked Flip Mode or not. At this point, the
unlock for the game being completed (unlock 5) will already be set to
true no matter what during the Plenary fanfare, but the Flip Mode unlock
(unlock 18) won't be until the player hits "play" on the main menu. As a
special case, the prompt will always show up in M&P (because Flip Mode
is always unlocked in M&P).
2023-06-05 17:57:23 -07:00

283 lines
6.8 KiB
C++

#include "CustomLevels.h"
#include "Game.h"
#include "Graphics.h"
#include "Editor.h"
#include "Entity.h"
#include "Enums.h"
#include "Map.h"
#include "Script.h"
#include "UtilityClass.h"
static inline void titleupdatetextcol(void)
{
graphics.col_tr = graphics.titlebg.r - (help.glow / 4) - int(fRandom() * 4);
graphics.col_tg = graphics.titlebg.g - (help.glow / 4) - int(fRandom() * 4);
graphics.col_tb = graphics.titlebg.b - (help.glow / 4) - int(fRandom() * 4);
if (graphics.col_tr < 0) graphics.col_tr = 0;
if(graphics.col_tr>255) graphics.col_tr=255;
if (graphics.col_tg < 0) graphics.col_tg = 0;
if(graphics.col_tg>255) graphics.col_tg=255;
if (graphics.col_tb < 0) graphics.col_tb = 0;
if(graphics.col_tb>255) graphics.col_tb=255;
}
static inline void tick_skip_message_timer(void)
{
const bool tick = graphics.fademode == FADE_NONE;
if (!tick)
{
return;
}
game.old_skip_message_timer = game.skip_message_timer;
if (game.skip_message_timer > 0)
{
game.skip_message_timer -= 15;
}
}
void gamerenderfixed(void)
{
if (!game.blackout && !game.completestop)
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entitycollidefloor(i))
{
obj.entities[i].visualonground = 2;
}
else
{
--obj.entities[i].visualonground;
}
if (obj.entitycollideroof(i))
{
obj.entities[i].visualonroof = 2;
}
else
{
--obj.entities[i].visualonroof;
}
//Animate the entities
obj.animateentities(i);
}
}
game.prev_act_fade = game.act_fade;
if (INBOUNDS_VEC(game.activeactivity, obj.blocks) && game.hascontrol && !script.running)
{
if (game.act_fade < 5)
{
game.act_fade = 5;
}
if (game.act_fade < 10)
{
game.act_fade++;
}
}
else if (game.act_fade > 5)
{
game.act_fade--;
}
if (obj.trophytext > 0)
{
obj.trophytext--;
}
graphics.cutscenebarstimer();
graphics.updatetextboxes();
if (!game.colourblindmode)
{
if (map.towermode)
{
graphics.updatetowerbackground(graphics.towerbg);
}
else
{
graphics.updatebackground(map.background);
}
}
if (!game.blackout)
{
//Update line colours!
if (graphics.linedelay <= 0)
{
graphics.linestate++;
if (graphics.linestate >= 10) graphics.linestate = 0;
graphics.linedelay = 2;
}
else
{
graphics.linedelay--;
}
}
graphics.trinketcolset = false;
for (int i = obj.entities.size() - 1; i >= 0; i--)
{
if (obj.entities[i].invis)
{
continue;
}
obj.entities[i].updatecolour();
}
map.updateroomnames();
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
ed.old_return_message_timer = ed.return_message_timer;
if (map.custommode && !map.custommodeforreal && ed.return_message_timer > 0)
{
ed.return_message_timer -= 15;
}
// Editor ghosts!
if (game.ghostsenabled)
{
if (map.custommode && !map.custommodeforreal)
{
if (game.frames % 3 == 0)
{
int i = obj.getplayer();
GhostInfo ghost;
ghost.rx = game.roomx-100;
ghost.ry = game.roomy-100;
if (INBOUNDS_VEC(i, obj.entities))
{
ghost.x = obj.entities[i].xp;
ghost.y = obj.entities[i].yp;
ghost.col = obj.entities[i].colour;
ghost.realcol = obj.entities[i].realcol;
ghost.frame = obj.entities[i].drawframe;
}
ed.ghosts.push_back(ghost);
}
if (ed.ghosts.size() > 100)
{
ed.ghosts.erase(ed.ghosts.begin());
}
}
}
#endif
}
void titlerenderfixed(void)
{
if (!game.colourblindmode)
{
graphics.updatetowerbackground(graphics.titlebg);
}
if (!game.menustart)
{
graphics.col_tr = (int)(164 - (help.glow / 2) - int(fRandom() * 4));
graphics.col_tg = 164 - (help.glow / 2) - int(fRandom() * 4);
graphics.col_tb = 164 - (help.glow / 2) - int(fRandom() * 4);
}
else
{
titleupdatetextcol();
graphics.updatetitlecolours();
}
graphics.crewframedelay--;
if (graphics.crewframedelay <= 0)
{
graphics.crewframedelay = 8;
graphics.crewframe = (graphics.crewframe + 1) % 2;
}
}
void maprenderfixed(void)
{
graphics.updatetextboxes();
graphics.updatetitlecolours();
graphics.crewframedelay--;
if (graphics.crewframedelay <= 0)
{
graphics.crewframedelay = 8;
graphics.crewframe = (graphics.crewframe + 1) % 2;
}
graphics.oldmenuoffset = graphics.menuoffset;
if (graphics.resumegamemode)
{
if (game.prevgamestate == GAMEMODE
//Failsafe: if the script command gamemode(teleporter) got ran and the
//cutscene stopped without doing gamemode(game), then we need to go
//back to GAMEMODE, not game.prevgamestate (TELEPORTERMODE)
|| !script.running)
{
graphics.menuoffset += 25;
int threshold = 240;
if (graphics.menuoffset >= threshold)
{
graphics.menuoffset = threshold;
//go back to gamemode!
game.mapheld = true;
game.gamestate = GAMEMODE;
graphics.resumegamemode = false;
}
}
else
{
game.mapheld = true;
game.gamestate = game.prevgamestate;
graphics.resumegamemode = false;
}
}
else if (graphics.menuoffset > 0)
{
graphics.menuoffset -= 25;
if (graphics.menuoffset < 0)
{
graphics.menuoffset = 0;
}
}
if (map.cursorstate == 0){
map.cursordelay++;
if (map.cursordelay > 10){
map.cursorstate = 1;
map.cursordelay = 0;
}
}else if (map.cursorstate == 1){
map.cursordelay++;
if (map.cursordelay > 30) map.cursorstate = 2;
}else if (map.cursorstate == 2){
map.cursordelay++;
}
map.updateroomnames();
}
void teleporterrenderfixed(void)
{
maprenderfixed();
graphics.cutscenebarstimer();
}
void gamecompleterenderfixed(void)
{
graphics.updatetitlecolours();
titleupdatetextcol();
tick_skip_message_timer();
}
void gamecompleterenderfixed2(void)
{
tick_skip_message_timer();
}