mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-31 02:14:09 +03:00
Update mobile version to mobile v2.2.1
The android version just got a much needed update to fix some resolution issues on devices with cutouts. It turns out the mobile source was actually pretty out of date, like 3 versions out of date! This commit brings it up to date. All the changes have just been about keeping the game running on modern devices, though. The biggest change was adding the Starling library to the project, which made the game GPU powered and sped the whole thing up.
This commit is contained in:
@@ -1,9 +1,9 @@
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package {
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import flash.display.*;
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import flash.display3D.textures.RectangleTexture;
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import flash.geom.*;
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import flash.events.*;
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import flash.net.*;
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import starling.display.Image;
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import starling.textures.RenderTexture;
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public class editor {
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public static function init():void {
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@@ -1249,17 +1249,17 @@ package {
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}
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public static function fillbox(dwgfx:dwgraphicsclass, x:int, y:int, x2:int, y2:int, c:int):void {
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dwgfx.backbuffer.fillRect(new Rectangle(x, y, x2 - x, 1), c);
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dwgfx.backbuffer.fillRect(new Rectangle(x, y2 - 1, x2 - x, 1), c);
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dwgfx.backbuffer.fillRect(new Rectangle(x, y, 1, y2 - y), c);
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dwgfx.backbuffer.fillRect(new Rectangle(x2 - 1, y, 1, y2 - y), c);
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dwgfx.drawfillrect(x, y, x2 - x, 1, c);
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dwgfx.drawfillrect(x, y2 - 1, x2 - x, 1, c);
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dwgfx.drawfillrect(x, y, 1, y2 - y, c);
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dwgfx.drawfillrect(x2 - 1, y, 1, y2 - y, c);
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}
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public static function fillboxabs(dwgfx:dwgraphicsclass, x:int, y:int, x2:int, y2:int, c:int):void {
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dwgfx.backbuffer.fillRect(new Rectangle(x, y, x2, 1), c);
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dwgfx.backbuffer.fillRect(new Rectangle(x, y + y2 - 1, x2, 1), c);
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dwgfx.backbuffer.fillRect(new Rectangle(x, y, 1, y2), c);
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dwgfx.backbuffer.fillRect(new Rectangle(x + x2 - 1, y, 1, y2), c);
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dwgfx.drawfillrect(x, y, x2, 1, c);
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dwgfx.drawfillrect(x, y + y2 - 1, x2, 1, c);
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dwgfx.drawfillrect(x, y, 1, y2, c);
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dwgfx.drawfillrect(x + x2 - 1, y, 1, y2, c);
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}
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public static function generatecustomminimap(dwgfx:dwgraphicsclass, map:mapclass):void {
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@@ -1291,68 +1291,74 @@ package {
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map.custommmysize = 180 - (map.custommmyoff * 2);
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}
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dwgfx.images[12].fillRect(dwgfx.images[12].rect, dwgfx.RGBA(0, 0, 0));
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var tm:int = 0;
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var temp:int = 0;
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//Scan over the map size
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if(mapheight<=5 && mapwidth<=5){
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//4x map
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for (var j2:int = 0; j2 < mapheight; j2++){
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for (var i2:int = 0; i2 < mapwidth; i2++) {
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//Ok, now scan over each square
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tm = 196;
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if (level[i2 + (j2 * maxwidth)].tileset == 1) tm = 96;
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for (var j:int = 0; j < 36; j++) {
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for (var i:int = 0; i < 48; i++) {
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temp = absfree(int(i * 0.83) + (i2 * 40), int(j * 0.83) + (j2 * 30));
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if(temp>=1){
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//Fill in this pixel
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dwgfx.images[12].fillRect(new Rectangle((i2 * 48) + i, (j2 * 36) + j, 1, 1), dwgfx.RGBA(tm, tm, tm));
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}
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}
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}
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}
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}
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}else if (mapheight <= 10 && mapwidth <= 10) {
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//2x map
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for (j2 = 0; j2 < mapheight; j2++) {
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for (i2 = 0; i2 < mapwidth; i2++) {
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//Ok, now scan over each square
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tm = 196;
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if (level[i2 + (j2 * maxwidth)].tileset == 1) tm = 96;
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for (j = 0; j < 18; j++) {
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for (i = 0; i < 24; i++) {
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temp = absfree(int(i * 1.6) + (i2 * 40), int(j * 1.6) + (j2 * 30));
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if (temp >= 1) {
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//Fill in this pixel
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dwgfx.images[12].fillRect(new Rectangle((i2 * 24) + i, (j2 * 18) + j, 1, 1), dwgfx.RGBA(tm, tm, tm));
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}
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}
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}
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}
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}
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}else {
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for (j2 = 0; j2 < mapheight; j2++) {
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for (i2 = 0; i2 < mapwidth; i2++) {
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//Ok, now scan over each square
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tm=196;
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if (level[i2 + (j2 * maxwidth)].tileset == 1) tm = 96;
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for (j = 0; j < 9; j++) {
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for (i = 0; i < 12; i++) {
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temp = absfree(3 + (i * 3) + (i2 * 40), (j * 3) + (j2 * 30));
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if(temp>=1){
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//Fill in this pixel
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dwgfx.images[12].fillRect(new Rectangle((i2 * 12) + i, (j2 * 9) + j, 1, 1), dwgfx.RGBA(tm, tm, tm));
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}
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}
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}
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}
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}
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if (dwgfx.customminimap == null) {
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dwgfx.customminimap = new RenderTexture(240, 180);
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dwgfx.images[12] = new Image(dwgfx.customminimap);
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}
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dwgfx.customminimap.clear(dwgfx.RGB(0, 0, 0), 1.0);
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dwgfx.customminimap.drawBundled(function():void {
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var tm:int = 0;
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var temp:int = 0;
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//Scan over the map size
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if(mapheight<=5 && mapwidth<=5){
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//4x map
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for (var j2:int = 0; j2 < mapheight; j2++){
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for (var i2:int = 0; i2 < mapwidth; i2++) {
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//Ok, now scan over each square
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tm = 196;
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if (level[i2 + (j2 * maxwidth)].tileset == 1) tm = 96;
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for (var j:int = 0; j < 36; j++) {
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for (var i:int = 0; i < 48; i++) {
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temp = absfree(int(i * 0.83) + (i2 * 40), int(j * 0.83) + (j2 * 30));
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if(temp>=1){
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//Fill in this pixel
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dwgfx.drawfillrect_onimage(dwgfx.customminimap, (i2 * 48) + i, (j2 * 36) + j, 1, 1, tm, tm, tm);
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}
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}
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}
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}
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}
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}else if (mapheight <= 10 && mapwidth <= 10) {
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//2x map
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for (j2 = 0; j2 < mapheight; j2++) {
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for (i2 = 0; i2 < mapwidth; i2++) {
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//Ok, now scan over each square
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tm = 196;
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if (level[i2 + (j2 * maxwidth)].tileset == 1) tm = 96;
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for (j = 0; j < 18; j++) {
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for (i = 0; i < 24; i++) {
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temp = absfree(int(i * 1.6) + (i2 * 40), int(j * 1.6) + (j2 * 30));
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if (temp >= 1) {
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//Fill in this pixel
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dwgfx.drawfillrect_onimage(dwgfx.customminimap, (i2 * 24) + i, (j2 * 18) + j, 1, 1, tm, tm, tm);
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}
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}
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}
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}
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}
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}else {
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for (j2 = 0; j2 < mapheight; j2++) {
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for (i2 = 0; i2 < mapwidth; i2++) {
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//Ok, now scan over each square
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tm=196;
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if (level[i2 + (j2 * maxwidth)].tileset == 1) tm = 96;
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for (j = 0; j < 9; j++) {
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for (i = 0; i < 12; i++) {
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temp = absfree(3 + (i * 3) + (i2 * 40), (j * 3) + (j2 * 30));
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if(temp>=1){
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//Fill in this pixel
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dwgfx.drawfillrect_onimage(dwgfx.customminimap, (i2 * 12) + i, (j2 * 9) + j, 1, 1, tm, tm, tm);
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}
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}
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}
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}
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}
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}
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});
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}
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public static function editorrender(dwgfx:dwgraphicsclass, game:gameclass, map:mapclass, obj:entityclass, help:helpclass):void {
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