Re: [Super-tux-devel] Bad guys fixes [patch]
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From: Ricardo C. <ri...@ae...> - 2004-03-14 02:39:02
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Em Domingo, 14 de Mar=C3=A7o de 2004 07:14, o Tobias Gl=C3=A4=C3=9Fer escre= veu: > Am Sa, den 13.03.2004 schrieb Ricardo Cruz um 19:48: > > Collision system should be studied a little more, since there seem to = be > > a few issues, regarding it. > > You mean collisions between game objects, right? Yeah, that's true! > For game-object with map collisions I'd say there is only one known bug, > which occurs in a very special situation with low frames, so we can > nearly say it was perfect. > Yes, in laptops, for instance, the player seems to continue colliding with= =20 them after the first collision. This happens because the loop is so fast that the player doesn't have the= =20 time to jump and be away from the enemies' square. Solution is to (when the= re=20 is a collision) make sure the collider's position is changed in order to be= =20 away from the collided, and apply the jump, as we do now. > > There was this bug: > > if(pbad->dir =3D LEFT) > > (line 174 badguys.c) > > Shouldn't gcc said anything? We are using -Wall... At least, g++ would > > have warn about that. > > This compilers are playing tricks on us. :( > Really, shouldn't the gcc report this? Is there any more flag needed to be= =20 putted? > > Tobias, I sent a few time ago, a patch for making the powerups going in > > the opposite direction of the side that the player collided with the > > brick... It looks like that isn't being done, wanna me to patch that > > again? > > I applied that patch. Dunno why it isn't working anymore. :( > Well, maybe you committed over it or something... Good thing, I keep my=20 patches, here it goes (had to make changes). Ricardo Cruz > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 Remember, God could only create the world in 6 days because he didn't have an established user base. |