mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 01:48:15 +03:00
Remove global args from entityclass
This commit removes all global args from functions on the entityclass object, and updates the callers of those functions in other files accordingly (most significantly, the game level files Finalclass.cpp, Labclass.cpp, Otherlevel.cpp, Spacestation2.cpp, WarpClass.cpp, due to them using createentity()), as well as renaming all instances of 'dwgfx' in Entity.cpp to 'graphics'.
This commit is contained in:
@@ -365,18 +365,18 @@ void towerlogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& musi
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//Remove old platform
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//if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
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obj.updateentities(i, help, game, music); // Behavioral logic
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obj.updateentitylogic(i, game); // Basic Physics
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obj.entitymapcollision(i, map); // Collisions with walls
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obj.updateentities(i); // Behavioral logic
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obj.updateentitylogic(i); // Basic Physics
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obj.entitymapcollision(i); // Collisions with walls
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//Create new platform
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//if (obj.entities[i].isplatform) obj.movingplatformfix(i, map);
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//if (obj.entities[i].isplatform) obj.movingplatformfix(i);
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}
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obj.entitycollisioncheck(dwgfx, game, map, music); // Check ent v ent collisions, update states
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obj.entitycollisioncheck(); // Check ent v ent collisions, update states
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//special for tower: is the player touching any spike blocks?
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int player = obj.getplayer();
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if(obj.checktowerspikes(player, map) && dwgfx.fademode==0)
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if(obj.checktowerspikes(player) && dwgfx.fademode==0)
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{
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game.deathseq = 30;
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}
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@@ -607,14 +607,14 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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{
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//ok, unfortunate case where the disappearing platform hasn't fully disappeared. Accept a little
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//graphical uglyness to avoid breaking the room!
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while (obj.entities[i].state == 2) obj.updateentities(i, help, game, music);
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while (obj.entities[i].state == 2) obj.updateentities(i);
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obj.entities[i].state = 4;
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}
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else if (map.finalstretch && obj.entities[i].type == 2)
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{
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//TODO: }else if (map.finallevel && map.finalstretch && obj.entities[i].type == 2) {
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//for the final level. probably something 99% of players won't see.
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while (obj.entities[i].state == 2) obj.updateentities(i, help, game, music);
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while (obj.entities[i].state == 2) obj.updateentities(i);
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obj.entities[i].state = 4;
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}
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else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15)
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@@ -750,7 +750,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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}
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else
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{
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obj.generateswnwave(game, help, 0);
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obj.generateswnwave(0);
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}
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}
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else if(game.swngame==1) //super gravitron game
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@@ -825,7 +825,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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}
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}
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obj.generateswnwave(game, help, 1);
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obj.generateswnwave(1);
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game.swncoldelay--;
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if(game.swncoldelay<=0)
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@@ -859,7 +859,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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else if (game.swngame == 4) //create top line
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{
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game.swngame = 3;
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obj.createentity(game, -8, 84 - 32, 11, 8); // (horizontal gravity line)
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obj.createentity(-8, 84 - 32, 11, 8); // (horizontal gravity line)
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music.niceplay(2);
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game.swndeaths = game.deathcounts;
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}
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@@ -965,19 +965,19 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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{
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obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
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obj.updateentities(i, help, game, music); // Behavioral logic
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obj.updateentitylogic(i, game); // Basic Physics
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obj.entitymapcollision(i, map); // Collisions with walls
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obj.updateentities(i); // Behavioral logic
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obj.updateentitylogic(i); // Basic Physics
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obj.entitymapcollision(i); // Collisions with walls
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obj.createblock(0, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
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if (game.supercrewmate)
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{
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obj.movingplatformfix(i, map);
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obj.scmmovingplatformfix(i, map);
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obj.movingplatformfix(i);
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obj.scmmovingplatformfix(i);
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}
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else
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{
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obj.movingplatformfix(i, map);
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obj.movingplatformfix(i);
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}
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}
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}
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@@ -994,29 +994,29 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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{
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obj.removeblockat(obj.entities[ie].xp, obj.entities[ie].yp);
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obj.updateentities(ie, help, game, music); // Behavioral logic
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obj.updateentitylogic(ie, game); // Basic Physics
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obj.entitymapcollision(ie, map); // Collisions with walls
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obj.updateentities(ie); // Behavioral logic
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obj.updateentitylogic(ie); // Basic Physics
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obj.entitymapcollision(ie); // Collisions with walls
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obj.hormovingplatformfix(ie, map);
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obj.hormovingplatformfix(ie);
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}
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}
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}
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//is the player standing on a moving platform?
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int i = obj.getplayer();
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float j = obj.entitycollideplatformfloor(map, i);
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float j = obj.entitycollideplatformfloor(i);
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if (j > -1000)
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{
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obj.entities[i].newxp = obj.entities[i].xp + j;
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obj.entitymapcollision(i, map);
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obj.entitymapcollision(i);
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}
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else
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{
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j = obj.entitycollideplatformroof(map, i);
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j = obj.entitycollideplatformroof(i);
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if (j > -1000)
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{
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obj.entities[i].newxp = obj.entities[i].xp + j;
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obj.entitymapcollision(i, map);
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obj.entitymapcollision(i);
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}
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}
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}
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@@ -1025,13 +1025,13 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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{
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if (!obj.entities[ie].isplatform)
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{
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obj.updateentities(ie, help, game, music); // Behavioral logic
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obj.updateentitylogic(ie, game); // Basic Physics
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obj.entitymapcollision(ie, map); // Collisions with walls
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obj.updateentities(ie); // Behavioral logic
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obj.updateentitylogic(ie); // Basic Physics
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obj.entitymapcollision(ie); // Collisions with walls
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}
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}
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obj.entitycollisioncheck(dwgfx, game, map, music); // Check ent v ent collisions, update states
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obj.entitycollisioncheck(); // Check ent v ent collisions, update states
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}
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//now! let's clean up removed entities
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@@ -1360,7 +1360,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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switch(game.companion)
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{
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case 6:
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obj.createentity(game, obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
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obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
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j = obj.getcompanion(6);
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obj.entities[j].vx = obj.entities[i].vx;
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obj.entities[j].dir = obj.entities[i].dir;
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@@ -1370,11 +1370,11 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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{
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if (game.roomx == 110)
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{
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obj.createentity(game, 320, 86, 16, 1); //Y=86, the ROOF in that particular place!
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obj.createentity(320, 86, 16, 1); //Y=86, the ROOF in that particular place!
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}
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else
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{
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obj.createentity(game, obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
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obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
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}
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j = obj.getcompanion(7);
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obj.entities[j].vx = obj.entities[i].vx;
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@@ -1386,14 +1386,14 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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{
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if (game.roomx == 102)
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{
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obj.createentity(game, 310, 177, 17, 1);
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obj.createentity(310, 177, 17, 1);
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j = obj.getcompanion(8);
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obj.entities[j].vx = obj.entities[i].vx;
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obj.entities[j].dir = obj.entities[i].dir;
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}
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else
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{
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obj.createentity(game, obj.entities[i].xp, 177.0f, 17.0f, 1);
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obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
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j = obj.getcompanion(8);
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obj.entities[j].vx = obj.entities[i].vx;
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obj.entities[j].dir = obj.entities[i].dir;
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@@ -1405,11 +1405,11 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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{
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if (game.roomx == 110 && obj.entities[i].xp<20)
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{
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obj.createentity(game, 100, 185, 18, 15, 0, 1);
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obj.createentity(100, 185, 18, 15, 0, 1);
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}
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else
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{
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obj.createentity(game, obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
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obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
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}
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j = obj.getcompanion(9);
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obj.entities[j].vx = obj.entities[i].vx;
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@@ -1422,7 +1422,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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{
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if (obj.flags[59] == 0)
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{
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obj.createentity(game, 225.0f, 169.0f, 18, dwgfx.crewcolour(game.lastsaved), 0, 10);
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obj.createentity(225.0f, 169.0f, 18, dwgfx.crewcolour(game.lastsaved), 0, 10);
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j = obj.getcompanion(10);
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obj.entities[j].vx = obj.entities[i].vx;
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obj.entities[j].dir = obj.entities[i].dir;
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@@ -1432,7 +1432,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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{
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if (obj.flags[59] == 1)
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{
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obj.createentity(game, 160.0f, 177.0f, 18, dwgfx.crewcolour(game.lastsaved), 0, 18, 1);
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obj.createentity(160.0f, 177.0f, 18, dwgfx.crewcolour(game.lastsaved), 0, 18, 1);
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j = obj.getcompanion(10);
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obj.entities[j].vx = obj.entities[i].vx;
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obj.entities[j].dir = obj.entities[i].dir;
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@@ -1440,7 +1440,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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else
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{
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obj.flags[59] = 1;
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obj.createentity(game, obj.entities[i].xp, -20.0f, 18.0f, dwgfx.crewcolour(game.lastsaved), 0, 10, 0);
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obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, dwgfx.crewcolour(game.lastsaved), 0, 10, 0);
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j = obj.getcompanion(10);
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obj.entities[j].vx = obj.entities[i].vx;
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obj.entities[j].dir = obj.entities[i].dir;
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@@ -1449,60 +1449,60 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
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break;
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case 11:
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//Intermission 1: We're using the SuperCrewMate instead!
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//obj.createentity(game, obj.entities[i].xp, obj.entities[i].yp, 24, dwgfx.crewcolour(game.lastsaved));
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//obj.createentity(obj.entities[i].xp, obj.entities[i].yp, 24, dwgfx.crewcolour(game.lastsaved));
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if(game.roomx-41==game.scmprogress)
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{
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switch(game.scmprogress)
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{
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case 0:
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obj.createentity(game, 76, 161, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(76, 161, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 1:
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obj.createentity(game, 10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 2:
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obj.createentity(game, 10, 177, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 177, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 3:
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if (game.scmmoveme)
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{
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obj.createentity(game, obj.entities[obj.getplayer()].xp, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(obj.entities[obj.getplayer()].xp, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
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game.scmmoveme = false;
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}
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else
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{
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obj.createentity(game, 10, 177, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 177, 24, dwgfx.crewcolour(game.lastsaved), 2);
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}
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break;
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case 4:
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obj.createentity(game, 10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 5:
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obj.createentity(game, 10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 6:
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obj.createentity(game, 10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 7:
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obj.createentity(game, 10, 41, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 41, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 8:
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obj.createentity(game, 10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 9:
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obj.createentity(game, 10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 10:
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obj.createentity(game, 10, 129, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 129, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 11:
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obj.createentity(game, 10, 129, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 129, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 12:
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obj.createentity(game, 10, 65, 24, dwgfx.crewcolour(game.lastsaved), 2);
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obj.createentity(10, 65, 24, dwgfx.crewcolour(game.lastsaved), 2);
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break;
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case 13:
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obj.createentity(game, 10, 177, 24, dwgfx.crewcolour(game.lastsaved));
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obj.createentity(10, 177, 24, dwgfx.crewcolour(game.lastsaved));
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break;
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}
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}
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