Add a player trail to the editor (ghosts)

A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.

[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
This commit is contained in:
AllyTally
2020-06-12 19:04:35 -03:00
committed by Ethan Lee
parent b2f842376b
commit eb52657c23
8 changed files with 108 additions and 5 deletions

View File

@@ -383,6 +383,8 @@ void editorclass::reset()
script.customscripts.clear();
returneditoralpha = 0;
ghosts.clear();
}
void editorclass::gethooks()
@@ -2238,6 +2240,13 @@ void editormenurender(int tr, int tg, int tb)
{
case Menu::ed_settings:
graphics.bigprint( -1, 75, "Map Settings", tr, tg, tb, true);
if (game.currentmenuoption == 3)
{
if (!game.ghostsenabled)
graphics.Print(2, 230, "Editor ghost trail is OFF", tr/2, tg/2, tb/2);
else
graphics.Print(2, 230, "Editor ghost trail is ON", tr, tg, tb);
}
break;
case Menu::ed_desc:
if(ed.titlemod)
@@ -2801,6 +2810,36 @@ void editorrender()
}
}
//Draw ghosts (spooky!)
if (game.ghostsenabled) {
SDL_FillRect(graphics.ghostbuffer, NULL, SDL_MapRGBA(graphics.ghostbuffer->format, 0, 0, 0, 0));
for (int i = 0; i < (int)ed.ghosts.size(); i++) {
if (i <= ed.currentghosts) { // We don't want all of them to show up at once :)
if (ed.ghosts[i].rx != ed.levx || ed.ghosts[i].ry != ed.levy)
continue;
point tpoint;
tpoint.x = ed.ghosts[i].x;
tpoint.y = ed.ghosts[i].y;
graphics.setcol(ed.ghosts[i].col);
Uint32 alpha = graphics.ct.colour & graphics.backBuffer->format->Amask;
Uint32 therest = graphics.ct.colour & 0x00FFFFFF;
alpha = (3 * (alpha >> 24) / 4) << 24;
graphics.ct.colour = therest | alpha;
SDL_Rect drawRect = graphics.sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
BlitSurfaceColoured(graphics.sprites[ed.ghosts[i].frame],NULL, graphics.ghostbuffer, &drawRect, graphics.ct);
}
}
if (ed.currentghosts + 1 < (int)ed.ghosts.size()) {
ed.currentghosts++;
if (ed.zmod) ed.currentghosts++;
} else {
ed.currentghosts = (int)ed.ghosts.size() - 1;
}
SDL_BlitSurface(graphics.ghostbuffer, NULL, graphics.backBuffer, &graphics.bg_rect);
}
//Draw Cursor
switch(ed.drawmode)
{
@@ -3573,6 +3612,10 @@ void editormenuactionpress()
if(ed.levmusic>0) music.play(ed.levmusic);
break;
case 3:
music.playef(11);
game.ghostsenabled = !game.ghostsenabled;
break;
case 4:
//Load level
ed.settingsmod=false;
graphics.backgrounddrawn=false;
@@ -3586,7 +3629,7 @@ void editormenuactionpress()
game.mapheld=true;
graphics.backgrounddrawn=false;
break;
case 4:
case 5:
//Save level
ed.settingsmod=false;
graphics.backgrounddrawn=false;
@@ -3600,7 +3643,7 @@ void editormenuactionpress()
game.mapheld=true;
graphics.backgrounddrawn=false;
break;
case 5:
case 6:
music.playef(11);
game.createmenu(Menu::ed_quit);
map.nexttowercolour();
@@ -4442,6 +4485,7 @@ void editorinput()
}
else
{
ed.currentghosts = 0;
if(startpoint==0)
{
//Checkpoint spawn