mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 17:38:16 +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 It turns out the mobile source was actually pretty out of date, like 3 versions out of date!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:
@@ -1,11 +1,8 @@
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package {
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package {
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import bigroom.input.KeyPoll;
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import flash.display.*;
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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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public class entityclass extends Sprite {
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public class entityclass {
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static public var BLOCK:Number = 0;
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static public var TRIGGER:Number = 1;
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static public var DAMAGE:Number = 2;
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@@ -587,8 +584,8 @@
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break;
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case TRIGGER: //Trigger
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blocks[k].type = TRIGGER;
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blocks[k].x = xp;
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blocks[k].y = yp;
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blocks[k].xp = xp;
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blocks[k].yp = yp;
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blocks[k].wp = w;
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blocks[k].hp = h;
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blocks[k].rectset(xp, yp, w, h);
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@@ -598,8 +595,8 @@
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break;
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case DAMAGE: //Damage
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blocks[k].type = DAMAGE;
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blocks[k].x = xp;
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blocks[k].y = yp;
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blocks[k].xp = xp;
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blocks[k].yp = yp;
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blocks[k].wp = w;
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blocks[k].hp = h;
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blocks[k].rectset(xp, yp, w, h);
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@@ -608,8 +605,8 @@
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break;
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case DIRECTIONAL: //Directional
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blocks[k].type = DIRECTIONAL;
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blocks[k].x = xp;
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blocks[k].y = yp;
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blocks[k].xp = xp;
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blocks[k].yp = yp;
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blocks[k].wp = w;
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blocks[k].hp = h;
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blocks[k].rectset(xp, yp, w, h);
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@@ -629,8 +626,8 @@
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break;
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case ACTIVITY: //Activity Zone
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blocks[k].type = ACTIVITY;
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blocks[k].x = xp;
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blocks[k].y = yp;
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blocks[k].xp = xp;
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blocks[k].yp = yp;
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blocks[k].wp = w;
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blocks[k].hp = h;
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blocks[k].rectset(xp, yp, w, h);
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@@ -816,19 +813,19 @@
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trig=0;
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break;
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case 25:
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blocks[k].prompt = "Passion for Exploring";
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blocks[k].prompt = "Passion for exploring";
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blocks[k].script = "terminal_juke1";
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setblockcolour(k, "orange");
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trig=0;
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break;
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case 26:
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blocks[k].prompt = "Pushing Onwards";
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blocks[k].prompt = "Pushing onwards";
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blocks[k].script = "terminal_juke2";
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setblockcolour(k, "orange");
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trig=0;
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break;
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case 27:
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blocks[k].prompt = "Positive Force";
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blocks[k].prompt = "Positive force";
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blocks[k].script = "terminal_juke3";
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setblockcolour(k, "orange");
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trig=0;
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@@ -840,13 +837,13 @@
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trig=0;
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break;
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case 29:
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blocks[k].prompt = "Potential for Anything";
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blocks[k].prompt = "Potential for anything";
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blocks[k].script = "terminal_juke5";
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setblockcolour(k, "orange");
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trig=0;
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break;
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case 30:
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blocks[k].prompt = "Predestined Fate";
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blocks[k].prompt = "Predestined fate";
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blocks[k].script = "terminal_juke6";
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setblockcolour(k, "orange");
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trig=0;
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@@ -870,7 +867,7 @@
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trig=0;
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break;
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case 34:
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blocks[k].prompt = "ecroF evitisoP";
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blocks[k].prompt = "ecrof evitisoP";
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blocks[k].script = "terminal_juke10";
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setblockcolour(k, "orange");
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trig=0;
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@@ -1276,7 +1273,7 @@
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entities[k].gravity = true;
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break;
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case 1: //Simple enemy, bouncing off the walls
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case 1:
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entities[k].rule = 1;
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entities[k].xp = xp; entities[k].yp = yp;
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entities[k].behave = vx; entities[k].para = vy;
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@@ -3790,14 +3787,14 @@
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colpoint1.x = entities[i].xp; colpoint1.y = entities[i].yp;
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colpoint2.x = entities[j].xp; colpoint2.y = entities[j].yp;
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if (dwgfx.flipmode) {
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if (dwgfx.flipsprites[entities[i].drawframe].hitTest(
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colpoint1, 1, dwgfx.flipsprites[entities[j].drawframe], colpoint2, 1)) {
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if (dwgfx.flipsprites_bitmap[entities[i].drawframe].hitTest(
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colpoint1, 1, dwgfx.flipsprites_bitmap[entities[j].drawframe], colpoint2, 1)) {
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//Do the collision stuff
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game.deathseq = 30;
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}
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}else{
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if (dwgfx.sprites[entities[i].drawframe].hitTest(
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colpoint1, 1, dwgfx.sprites[entities[j].drawframe], colpoint2, 1)) {
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}else {
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if (dwgfx.sprites_bitmap[entities[i].drawframe].hitTest(
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colpoint1, 1, dwgfx.sprites_bitmap[entities[j].drawframe], colpoint2, 1)) {
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//Do the collision stuff
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game.deathseq = 30;
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}
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@@ -3851,9 +3848,9 @@
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if (entities[j].onentity > 0) {
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//ok; only check the actual collision if they're in a close proximity
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temp = entities[i].yp - entities[j].yp;
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if (temp > -30 && temp < 30) {
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if (temp < 30 || temp > -30) {
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temp = entities[i].xp - entities[j].xp;
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if (temp > -30 && temp < 30) {
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if (temp < 30 || temp > -30) {
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if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
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}
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}
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@@ -3890,14 +3887,14 @@
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colpoint1.x = entities[i].xp; colpoint1.y = entities[i].yp;
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colpoint2.x = entities[j].xp; colpoint2.y = entities[j].yp;
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if (dwgfx.flipmode) {
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if (dwgfx.flipsprites[entities[i].drawframe].hitTest(
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colpoint1, 1, dwgfx.flipsprites[entities[j].drawframe], colpoint2, 1)) {
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if (dwgfx.flipsprites_bitmap[entities[i].drawframe].hitTest(
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colpoint1, 1, dwgfx.flipsprites_bitmap[entities[j].drawframe], colpoint2, 1)) {
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//Do the collision stuff
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game.deathseq = 30; game.scmhurt = true;
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}
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}else{
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if (dwgfx.sprites[entities[i].drawframe].hitTest(
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colpoint1, 1, dwgfx.sprites[entities[j].drawframe], colpoint2, 1)) {
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}else {
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if (dwgfx.sprites_bitmap[entities[i].drawframe].hitTest(
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colpoint1, 1, dwgfx.sprites_bitmap[entities[j].drawframe], colpoint2, 1)) {
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//Do the collision stuff
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game.deathseq = 30; game.scmhurt = true;
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}
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@@ -4019,4 +4016,4 @@
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public var mobilemenus:Boolean = true;
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}
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}
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}
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