mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 18:04:09 +03:00
I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
680 lines
18 KiB
C++
680 lines
18 KiB
C++
#include <SDL.h>
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#include <stdio.h>
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#include <string.h>
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#include "editor.h"
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#include "Enums.h"
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#include "Entity.h"
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#include "FileSystemUtils.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Input.h"
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#include "KeyPoll.h"
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#include "Logic.h"
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#include "Map.h"
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#include "Music.h"
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#include "Network.h"
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#include "preloader.h"
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#include "Render.h"
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#include "Screen.h"
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#include "Script.h"
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#include "SoundSystem.h"
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#include "UtilityClass.h"
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scriptclass script;
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#if !defined(NO_CUSTOM_LEVELS)
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std::vector<edentities> edentity;
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editorclass ed;
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#endif
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UtilityClass help;
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Graphics graphics;
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musicclass music;
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Game game;
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KeyPoll key;
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mapclass map;
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entityclass obj;
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Screen gameScreen;
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bool startinplaytest = false;
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bool savefileplaytest = false;
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int savex = 0;
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int savey = 0;
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int saverx = 0;
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int savery = 0;
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int savegc = 0;
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int savemusic = 0;
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std::string playassets;
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std::string playtestname;
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volatile Uint32 time_ = 0;
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volatile Uint32 timePrev = 0;
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volatile Uint32 accumulator = 0;
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volatile Uint32 f_time = 0;
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volatile Uint32 f_timePrev = 0;
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void inline deltaloop();
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void inline fixedloop();
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int main(int argc, char *argv[])
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{
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char* baseDir = NULL;
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char* assetsPath = NULL;
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for (int i = 1; i < argc; ++i)
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{
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#define ARG(name) (strcmp(argv[i], name) == 0)
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#define ARG_INNER(code) \
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if (i + 1 < argc) \
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{ \
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code \
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} \
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else \
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{ \
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printf("%s option requires one argument.\n", argv[i]); \
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return 1; \
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}
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if (ARG("-renderer"))
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{
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ARG_INNER({
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i++;
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SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE);
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})
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}
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else if (ARG("-basedir"))
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{
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ARG_INNER({
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i++;
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baseDir = argv[i];
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})
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}
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else if (ARG("-assets"))
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{
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ARG_INNER({
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i++;
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assetsPath = argv[i];
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})
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}
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else if (ARG("-playing") || ARG("-p"))
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{
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ARG_INNER({
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i++;
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startinplaytest = true;
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playtestname = std::string("levels/");
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playtestname.append(argv[i]);
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playtestname.append(std::string(".vvvvvv"));
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})
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}
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else if (ARG("-playx") || ARG("-playy") ||
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ARG("-playrx") || ARG("-playry") ||
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ARG("-playgc") || ARG("-playmusic"))
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{
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ARG_INNER({
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savefileplaytest = true;
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int v = help.Int(argv[i+1]);
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if (ARG("-playx")) savex = v;
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else if (ARG("-playy")) savey = v;
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else if (ARG("-playrx")) saverx = v;
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else if (ARG("-playry")) savery = v;
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else if (ARG("-playgc")) savegc = v;
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else if (ARG("-playmusic")) savemusic = v;
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i++;
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})
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}
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else if (ARG("-playassets"))
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{
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ARG_INNER({
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i++;
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// Even if this is a directory, FILESYSTEM_mountassets() expects '.vvvvvv' on the end
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playassets = "levels/" + std::string(argv[i]) + ".vvvvvv";
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})
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}
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#undef ARG_INNER
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#undef ARG
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else
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{
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printf("Error: invalid option: %s\n", argv[i]);
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return 1;
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}
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}
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if(!FILESYSTEM_init(argv[0], baseDir, assetsPath))
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{
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puts("Unable to initialize filesystem!");
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return 1;
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}
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SDL_Init(
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SDL_INIT_VIDEO |
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SDL_INIT_AUDIO |
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SDL_INIT_JOYSTICK |
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SDL_INIT_GAMECONTROLLER
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);
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if (SDL_IsTextInputActive() == SDL_TRUE)
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{
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SDL_StopTextInput();
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}
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NETWORK_init();
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printf("\t\t\n");
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printf("\t\t\n");
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printf("\t\t VVVVVV\n");
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printf("\t\t\n");
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printf("\t\t\n");
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printf("\t\t 8888888888888888 \n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t888888 8888 88\n");
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printf("\t\t888888 8888 88\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t888888 88\n");
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printf("\t\t88888888 8888\n");
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printf("\t\t 8888888888888888 \n");
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printf("\t\t 88888888 \n");
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printf("\t\t 8888888888888888 \n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t8888 88888888 8888\n");
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printf("\t\t8888 88888888 8888\n");
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printf("\t\t 888888888888 \n");
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printf("\t\t 8888 8888 \n");
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printf("\t\t 888888 888888 \n");
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printf("\t\t 888888 888888 \n");
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printf("\t\t 888888 888888 \n");
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printf("\t\t\n");
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printf("\t\t\n");
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//Set up screen
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// Load Ini
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graphics.init();
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game.init();
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// This loads music too...
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graphics.reloadresources();
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game.gamestate = PRELOADER;
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game.menustart = false;
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game.mainmenu = 0;
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map.ypos = (700-29) * 8;
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map.bypos = map.ypos / 2;
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//Moved screensetting init here from main menu V2.1
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int width = 320;
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int height = 240;
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bool vsync = false;
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game.loadstats(&width, &height, &vsync);
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gameScreen.init(
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width,
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height,
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game.fullscreen,
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vsync,
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game.stretchMode,
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game.useLinearFilter,
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game.fullScreenEffect_badSignal
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);
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graphics.screenbuffer = &gameScreen;
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const SDL_PixelFormat* fmt = gameScreen.GetFormat();
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#define CREATE_SURFACE(w, h) \
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SDL_CreateRGBSurface( \
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SDL_SWSURFACE, \
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w, h, \
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fmt->BitsPerPixel, \
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fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask \
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)
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graphics.backBuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE);
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graphics.footerbuffer = CREATE_SURFACE(320, 10);
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SDL_SetSurfaceBlendMode(graphics.footerbuffer, SDL_BLENDMODE_BLEND);
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SDL_SetSurfaceAlphaMod(graphics.footerbuffer, 127);
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FillRect(graphics.footerbuffer, SDL_MapRGB(fmt, 0, 0, 0));
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graphics.ghostbuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.ghostbuffer, SDL_BLENDMODE_BLEND);
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SDL_SetSurfaceAlphaMod(graphics.ghostbuffer, 127);
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graphics.Makebfont();
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graphics.foregroundBuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_BLEND);
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graphics.menubuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
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graphics.towerbuffer = CREATE_SURFACE(320 + 16, 240 + 16);
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SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
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graphics.towerbuffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16);
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SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
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graphics.tempBuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE);
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#undef CREATE_SURFACE
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if (game.skipfakeload)
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game.gamestate = TITLEMODE;
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if(game.usingmmmmmm==0) music.usingmmmmmm=false;
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if(game.usingmmmmmm==1) music.usingmmmmmm=true;
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if (game.slowdown == 0) game.slowdown = 30;
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switch(game.slowdown){
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case 30: game.gameframerate=34; break;
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case 24: game.gameframerate=41; break;
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case 18: game.gameframerate=55; break;
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case 12: game.gameframerate=83; break;
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default: game.gameframerate=34; break;
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}
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//Check to see if you've already unlocked some achievements here from before the update
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if (game.swnbestrank > 0){
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if(game.swnbestrank >= 1) game.unlockAchievement("vvvvvvsupgrav5");
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if(game.swnbestrank >= 2) game.unlockAchievement("vvvvvvsupgrav10");
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if(game.swnbestrank >= 3) game.unlockAchievement("vvvvvvsupgrav15");
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if(game.swnbestrank >= 4) game.unlockAchievement("vvvvvvsupgrav20");
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if(game.swnbestrank >= 5) game.unlockAchievement("vvvvvvsupgrav30");
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if(game.swnbestrank >= 6) game.unlockAchievement("vvvvvvsupgrav60");
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}
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if(game.unlock[5]) game.unlockAchievement("vvvvvvgamecomplete");
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if(game.unlock[19]) game.unlockAchievement("vvvvvvgamecompleteflip");
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if(game.unlock[20]) game.unlockAchievement("vvvvvvmaster");
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if (game.bestgamedeaths > -1) {
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if (game.bestgamedeaths <= 500) {
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game.unlockAchievement("vvvvvvcomplete500");
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}
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if (game.bestgamedeaths <= 250) {
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game.unlockAchievement("vvvvvvcomplete250");
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}
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if (game.bestgamedeaths <= 100) {
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game.unlockAchievement("vvvvvvcomplete100");
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}
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if (game.bestgamedeaths <= 50) {
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game.unlockAchievement("vvvvvvcomplete50");
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}
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}
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if(game.bestrank[0]>=3) game.unlockAchievement("vvvvvvtimetrial_station1_fixed");
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if(game.bestrank[1]>=3) game.unlockAchievement("vvvvvvtimetrial_lab_fixed");
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if(game.bestrank[2]>=3) game.unlockAchievement("vvvvvvtimetrial_tower_fixed");
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if(game.bestrank[3]>=3) game.unlockAchievement("vvvvvvtimetrial_station2_fixed");
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if(game.bestrank[4]>=3) game.unlockAchievement("vvvvvvtimetrial_warp_fixed");
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if(game.bestrank[5]>=3) game.unlockAchievement("vvvvvvtimetrial_final_fixed");
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obj.init();
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#if !defined(NO_CUSTOM_LEVELS)
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if (startinplaytest) {
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game.levelpage = 0;
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game.playcustomlevel = 0;
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game.playassets = playassets;
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game.menustart = true;
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ed.directoryList.clear();
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ed.directoryList.push_back(playtestname);
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LevelMetaData meta;
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if (ed.getLevelMetaData(playtestname, meta)) {
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ed.ListOfMetaData.clear();
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ed.ListOfMetaData.push_back(meta);
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} else {
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ed.loadZips();
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if (ed.getLevelMetaData(playtestname, meta)) {
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ed.ListOfMetaData.clear();
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ed.ListOfMetaData.push_back(meta);
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} else {
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printf("Level not found\n");
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return 1;
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}
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}
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game.loadcustomlevelstats();
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game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
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game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
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if (savefileplaytest) {
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game.playx = savex;
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game.playy = savey;
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game.playrx = saverx;
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game.playry = savery;
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game.playgc = savegc;
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game.playmusic = savemusic;
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game.cliplaytest = true;
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script.startgamemode(23);
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} else {
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script.startgamemode(22);
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}
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graphics.fademode = 0;
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}
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#endif
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key.isActive = true;
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game.gametimer = 0;
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while(!key.quitProgram)
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{
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f_time = SDL_GetTicks();
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const Uint32 f_timetaken = f_time - f_timePrev;
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if (!game.over30mode && f_timetaken < 34)
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{
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const volatile Uint32 f_delay = 34 - f_timetaken;
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SDL_Delay(f_delay);
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f_time = SDL_GetTicks();
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}
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f_timePrev = f_time;
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timePrev = time_;
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time_ = SDL_GetTicks();
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deltaloop();
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}
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game.savestats();
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NETWORK_shutdown();
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SDL_Quit();
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FILESYSTEM_deinit();
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return 0;
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}
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void inline deltaloop()
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{
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//timestep limit to 30
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const float rawdeltatime = static_cast<float>(time_ - timePrev);
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accumulator += rawdeltatime;
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Uint32 timesteplimit;
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if (game.gamestate == EDITORMODE)
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{
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timesteplimit = 24;
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}
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else if (game.gamestate == GAMEMODE)
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{
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timesteplimit = game.gameframerate;
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}
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else
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{
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timesteplimit = 34;
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}
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while (accumulator >= timesteplimit)
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{
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accumulator = fmodf(accumulator, timesteplimit);
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fixedloop();
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}
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const float alpha = game.over30mode ? static_cast<float>(accumulator) / timesteplimit : 1.0f;
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graphics.alpha = alpha;
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if (key.isActive)
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{
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switch (game.gamestate)
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{
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case PRELOADER:
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preloaderrender();
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break;
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#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
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case EDITORMODE:
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graphics.flipmode = false;
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editorrender();
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break;
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#endif
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case TITLEMODE:
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titlerender();
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break;
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case GAMEMODE:
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gamerender();
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break;
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case MAPMODE:
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maprender();
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break;
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case TELEPORTERMODE:
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teleporterrender();
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break;
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case GAMECOMPLETE:
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gamecompleterender();
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break;
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case GAMECOMPLETE2:
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gamecompleterender2();
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break;
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case CLICKTOSTART:
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help.updateglow();
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break;
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}
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gameScreen.FlipScreen();
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}
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}
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void inline fixedloop()
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{
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// Update network per frame.
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NETWORK_update();
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key.Poll();
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if(key.toggleFullscreen)
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{
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gameScreen.toggleFullScreen();
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game.fullscreen = !game.fullscreen;
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key.toggleFullscreen = false;
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key.keymap.clear(); //we lost the input due to a new window.
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if (game.glitchrunnermode)
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{
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game.press_left = false;
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game.press_right = false;
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game.press_action = true;
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game.press_map = false;
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}
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}
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if(!key.isActive)
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{
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Mix_Pause(-1);
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Mix_PauseMusic();
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if (!game.blackout)
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{
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FillRect(graphics.backBuffer, 0x00000000);
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graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
|
|
graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
|
|
graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
|
|
graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
|
|
}
|
|
graphics.render();
|
|
gameScreen.FlipScreen();
|
|
//We are minimised, so lets put a bit of a delay to save CPU
|
|
SDL_Delay(100);
|
|
}
|
|
else
|
|
{
|
|
Mix_Resume(-1);
|
|
Mix_ResumeMusic();
|
|
game.gametimer++;
|
|
graphics.cutscenebarstimer();
|
|
|
|
switch(game.gamestate)
|
|
{
|
|
case PRELOADER:
|
|
preloaderlogic();
|
|
break;
|
|
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
|
|
case EDITORMODE:
|
|
//Input
|
|
editorinput();
|
|
////Logic
|
|
editorlogic();
|
|
break;
|
|
#endif
|
|
case TITLEMODE:
|
|
//Input
|
|
titleinput();
|
|
////Logic
|
|
titlelogic();
|
|
break;
|
|
case GAMEMODE:
|
|
// WARNING: If updating this code, don't forget to update Map.cpp mapclass::twoframedelayfix()
|
|
|
|
// Ugh, I hate this kludge variable but it's the only way to do it
|
|
if (script.dontrunnextframe)
|
|
{
|
|
script.dontrunnextframe = false;
|
|
}
|
|
else if (script.running)
|
|
{
|
|
script.run();
|
|
}
|
|
|
|
//Update old lerp positions of entities - has to be done BEFORE gameinput!
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
obj.entities[i].lerpoldxp = obj.entities[i].xp;
|
|
obj.entities[i].lerpoldyp = obj.entities[i].yp;
|
|
}
|
|
|
|
gameinput();
|
|
gamelogic();
|
|
|
|
|
|
break;
|
|
case MAPMODE:
|
|
mapinput();
|
|
maplogic();
|
|
break;
|
|
case TELEPORTERMODE:
|
|
if(game.useteleporter)
|
|
{
|
|
teleporterinput();
|
|
}
|
|
else
|
|
{
|
|
if (script.running)
|
|
{
|
|
script.run();
|
|
}
|
|
gameinput();
|
|
}
|
|
maplogic();
|
|
break;
|
|
case GAMECOMPLETE:
|
|
//Input
|
|
gamecompleteinput();
|
|
//Logic
|
|
gamecompletelogic();
|
|
break;
|
|
case GAMECOMPLETE2:
|
|
//Input
|
|
gamecompleteinput2();
|
|
//Logic
|
|
gamecompletelogic2();
|
|
break;
|
|
case CLICKTOSTART:
|
|
break;
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//Screen effects timers
|
|
if (key.isActive && game.flashlight > 0)
|
|
{
|
|
game.flashlight--;
|
|
}
|
|
if (key.isActive && game.screenshake > 0)
|
|
{
|
|
game.screenshake--;
|
|
graphics.updatescreenshake();
|
|
}
|
|
|
|
if (graphics.screenbuffer->badSignalEffect)
|
|
{
|
|
UpdateFilter();
|
|
}
|
|
|
|
//We did editorinput, now it's safe to turn this off
|
|
key.linealreadyemptykludge = false;
|
|
|
|
if (game.savemystats)
|
|
{
|
|
game.savemystats = false;
|
|
game.savestats();
|
|
}
|
|
|
|
//Mute button
|
|
if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !key.textentry())
|
|
{
|
|
game.mutebutton = 8;
|
|
if (game.muted)
|
|
{
|
|
game.muted = false;
|
|
}
|
|
else
|
|
{
|
|
game.muted = true;
|
|
}
|
|
}
|
|
if(game.mutebutton>0)
|
|
{
|
|
game.mutebutton--;
|
|
}
|
|
|
|
if (key.isDown(KEYBOARD_n) && game.musicmutebutton <= 0 && !key.textentry())
|
|
{
|
|
game.musicmutebutton = 8;
|
|
game.musicmuted = !game.musicmuted;
|
|
}
|
|
if (game.musicmutebutton > 0)
|
|
{
|
|
game.musicmutebutton--;
|
|
}
|
|
|
|
if (game.muted)
|
|
{
|
|
Mix_VolumeMusic(0) ;
|
|
Mix_Volume(-1,0);
|
|
}
|
|
else
|
|
{
|
|
Mix_Volume(-1,MIX_MAX_VOLUME);
|
|
|
|
if (game.musicmuted)
|
|
{
|
|
Mix_VolumeMusic(0);
|
|
}
|
|
else
|
|
{
|
|
Mix_VolumeMusic(music.musicVolume);
|
|
}
|
|
}
|
|
|
|
if (key.resetWindow)
|
|
{
|
|
key.resetWindow = false;
|
|
gameScreen.ResizeScreen(-1, -1);
|
|
}
|
|
|
|
music.processmusic();
|
|
graphics.processfade();
|
|
game.gameclock();
|
|
}
|