mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 17:38:16 +03:00
Add Flip Mode to game options if in M&P or in-game menu and unlocked
Flip Mode will now be in the game options menu if either:
(1) You're playing the M&P version.
(2) You have it unlocked and you came here from the in-game pause
screen.
This is because if you're playing M&P, you'd have to close the game,
edit unlock.vvv, and re-launch the game to toggle Flip Mode, since
there's no other way to do so. And if you're playing the full version,
you'd have to save and exit your session in order to toggle Flip Mode.
This commit is contained in:
@@ -75,12 +75,21 @@ void menurender()
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graphics.Print( -1, 75, "no start point!", tr, tg, tb, true);
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break;
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case Menu::options:
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{
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#if defined(MAKEANDPLAY)
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#define OFFSET -1
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int flipmode_offset = 0;
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#else
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#define OFFSET 0
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int flipmode_offset = game.ingame_titlemode && game.unlock[18] ? 0 : -1;
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#endif
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#if defined(MAKEANDPLAY)
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int unlockmode_offset = -1;
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#else
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int unlockmode_offset = 0;
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#endif
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int offset = 0;
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switch (game.currentmenuoption)
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{
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case 0:
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@@ -101,37 +110,63 @@ void menurender()
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graphics.Print( -1, 95, "Glitchrunner mode is OFF", tr/2, tg/2, tb/2, true);
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}
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break;
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#if !defined(MAKEANDPLAY)
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case 2:
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#if !defined(MAKEANDPLAY)
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if (game.ingame_titlemode && game.unlock[18])
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#endif
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{
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graphics.bigprint( -1, 30, "Flip Mode", tr, tg, tb, true);
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graphics.Print( -1, 65, "Flip the entire game vertically.", tr, tg, tb, true);
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if (graphics.setflipmode)
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{
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graphics.Print( -1, 85, "Currently ENABLED!", tr, tg, tb, true);
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}
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else
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{
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graphics.Print( -1, 85, "Currently Disabled.", tr/2, tg/2, tb/2, true);
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}
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}
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break;
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}
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offset += flipmode_offset;
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#if !defined(MAKEANDPLAY)
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if (game.currentmenuoption == 3+offset)
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{
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graphics.bigprint( -1, 30, "Unlock Play Modes", tr, tg, tb, true);
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graphics.Print( -1, 65, "Unlock parts of the game normally", tr, tg, tb, true);
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graphics.Print( -1, 75, "unlocked as you progress", tr, tg, tb, true);
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break;
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}
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#endif
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case OFFSET+3:
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offset += unlockmode_offset;
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if (game.currentmenuoption == 4+offset)
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{
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graphics.bigprint( -1, 30, "Game Pad Options", tr, tg, tb, true);
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graphics.Print( -1, 65, "Rebind your controller's buttons", tr, tg, tb, true);
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graphics.Print( -1, 75, "and adjust sensitivity", tr, tg, tb, true);
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break;
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case OFFSET+4:
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}
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else if (game.currentmenuoption == 5+offset)
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{
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graphics.bigprint( -1, 30, "Clear Data", tr, tg, tb, true);
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graphics.Print( -1, 65, "Delete your save data", tr, tg, tb, true);
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graphics.Print( -1, 75, "and unlocked play modes", tr, tg, tb, true);
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break;
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case OFFSET+5:
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if(music.mmmmmm){
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graphics.bigprint( -1, 30, "Soundtrack", tr, tg, tb, true);
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graphics.Print( -1, 65, "Toggle between MMMMMM and PPPPPP", tr, tg, tb, true);
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if(music.usingmmmmmm){
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graphics.Print( -1, 85, "Current soundtrack: MMMMMM", tr, tg, tb, true);
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}else{
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graphics.Print( -1, 85, "Current soundtrack: PPPPPP", tr, tg, tb, true);
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}
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}
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else if (game.currentmenuoption == 6+offset && music.mmmmmm)
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{
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graphics.bigprint( -1, 30, "Soundtrack", tr, tg, tb, true);
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graphics.Print( -1, 65, "Toggle between MMMMMM and PPPPPP", tr, tg, tb, true);
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if(music.usingmmmmmm){
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graphics.Print( -1, 85, "Current soundtrack: MMMMMM", tr, tg, tb, true);
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}else{
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graphics.Print( -1, 85, "Current soundtrack: PPPPPP", tr, tg, tb, true);
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}
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break;
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}
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#undef OFFSET
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break;
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}
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case Menu::graphicoptions:
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switch (game.currentmenuoption)
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{
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@@ -552,6 +587,7 @@ void menurender()
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}
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break;
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case 3:
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// WARNING: Partially duplicated in Menu::options
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graphics.bigprint( -1, 30, "Flip Mode", tr, tg, tb, true);
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graphics.Print( -1, 65, "Flip the entire game vertically.", tr, tg, tb, true);
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graphics.Print( -1, 75, "Compatible with other game modes.", tr, tg, tb, true);
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