Thread: [Super-tux-devel] Current rewrite/restructuring status commited!
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From: Tobias <tob...@gm...> - 2004-01-18 02:40:25
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Hi all, althought I know about at least 5 bugs or so, I have commited all my work to CVS now. Things that aren't release ready or still in planing stages (you can help here): - Collision code. (Bitmaps aren't supported rigth now and there are a lot of collision bugs, too) - OpenGL mode. (Fonts and alpha don't work) - Fixing new bugs. (They are marked with FIXME in the code) - ... a lot of more things I can't think of now. :) This commit only reflects the current status of the rewrite and is known to introduce many bugs people will hate soon. I'd like to see patches for these areas. ;) Greetz... Tobias Gläßer (It's 03:39 here: I really had a hard coding night, so don't badmouth me, when I stand up ;)) ) @Bill: Hopefully I didn't destroy your baby. :) -- |
From: Ricardo C. <ri...@ae...> - 2004-01-18 08:44:46
Attachments:
gameloopclean-tuxwalkfix.patch
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Hey Tobias, It is really damn cool that now each object has its own file ;) Great work! I wanted to fix the fact that when a bad guys is falling or being squashed= ,=20 the Tux image overlaps the bad_guy one. Now this can be easily achieved,=20 since everyone has its own drawing funcs. Gameloop.c has been reduced in 45% :)) It's also a good suprise to see muc= h,=20 much less global variables. In the screen.c, maybe funcs pointers should be used, instead of if's... There are some filenames that I don't like that much and don't really show= =20 what they do (special, scene and world). I'll make suggestions later. And stuff in type.c should go to the screen.c and gameloop.c or a timer.c= =20 file. About the gameplay, there are a few very visible bugs :) not sure how hard= =20 are they to be fixed. Right now, I have made a minor patches. It replaces all those evil if's in= =20 the game_event() by switches. When Ctrl was being pressed Tux was walking,= =20 instead of running, and vice-versa, it also fixes this thing. Great game, :) Ricardo Cruz Em Domingo, 18 de Janeiro de 2004 08:42, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Hi all, > > althought I know about at least 5 bugs or so, I have commited > all my work to CVS now. > > Things that aren't release ready or still in planing stages (you can > help here): > - Collision code. (Bitmaps aren't supported rigth now and there are a > lot of collision bugs, too) > - OpenGL mode. (Fonts and alpha don't work) > - Fixing new bugs. (They are marked with FIXME in the code) > - ... a lot of more things I can't think of now. :) > > This commit only reflects the current status of the rewrite and > is known to introduce many bugs people will hate soon. > > I'd like to see patches for these areas. ;) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer (It's 03:39 here: I really had a hard coding nigh= t, so > don't badmouth me, when I stand up ;)) ) > > @Bill: Hopefully I didn't destroy your baby. :) =2D-=20 "Gravitation cannot be held responsible for people falling in love." =2D- Albert Einstein |
From: Tobias <tob...@gm...> - 2004-01-18 10:49:56
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Am So, den 18.01.2004 schrieb Ricardo Cruz um 03:49: > Hey Tobias, > > It is really damn cool that now each object has its own file ;) Great work! > I wanted to fix the fact that when a bad guys is falling or being squashed, > the Tux image overlaps the bad_guy one. Now this can be easily achieved, > since everyone has its own drawing funcs. > Gameloop.c has been reduced in 45% :)) It's also a good suprise to see much, > much less global variables. > snip > In the screen.c, maybe funcs pointers should be used, instead of if's... > There are some filenames that I don't like that much and don't really show > what they do (special, scene and world). I'll make suggestions later. > And stuff in type.c should go to the screen.c and gameloop.c or a timer.c > file. snap I fully agree. As I said it's isn't perfect and I would have done the whole things you describe here, if I had more time. I'd really like a few suggestions for the filenames. Timer.c is very obvious and good for example. > About the gameplay, there are a few very visible bugs :) not sure how hard > are they to be fixed. I know. :) Some of them can be fixed by fine-tuning #defines. Other bugs like the FIXME-gameplay-bug-#1 will unfortunately need much more work. > Right now, I have made a minor patches. It replaces all those evil if's in > the game_event() by switches. When Ctrl was being pressed Tux was walking, > instead of running, and vice-versa, it also fixes this thing. A patch? Cool! Where is it? I can't see attached to your mail. :( Or do you mean, you have commited it to CVS already? Greetz... Tobias Gläßer |
From: Tobias <tob...@gm...> - 2004-01-18 11:35:44
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Your patch is applied Ricardo. :) Greetz... Tobias Gläßer Am So, den 18.01.2004 schrieb Ricardo Cruz um 03:49: > Hey Tobias, > > It is really damn cool that now each object has its own file ;) Great work! > I wanted to fix the fact that when a bad guys is falling or being squashed, > the Tux image overlaps the bad_guy one. Now this can be easily achieved, > since everyone has its own drawing funcs. > Gameloop.c has been reduced in 45% :)) It's also a good suprise to see much, > much less global variables. > > In the screen.c, maybe funcs pointers should be used, instead of if's... > There are some filenames that I don't like that much and don't really show > what they do (special, scene and world). I'll make suggestions later. > And stuff in type.c should go to the screen.c and gameloop.c or a timer.c > file. > > About the gameplay, there are a few very visible bugs :) not sure how hard > are they to be fixed. > Right now, I have made a minor patches. It replaces all those evil if's in > the game_event() by switches. When Ctrl was being pressed Tux was walking, > instead of running, and vice-versa, it also fixes this thing. > > Great game, :) > Ricardo Cruz > > Em Domingo, 18 de Janeiro de 2004 08:42, o Tobias Gläßer escreveu: > > Hi all, > > > > althought I know about at least 5 bugs or so, I have commited > > all my work to CVS now. > > > > Things that aren't release ready or still in planing stages (you can > > help here): > > - Collision code. (Bitmaps aren't supported rigth now and there are a > > lot of collision bugs, too) > > - OpenGL mode. (Fonts and alpha don't work) > > - Fixing new bugs. (They are marked with FIXME in the code) > > - ... a lot of more things I can't think of now. :) > > > > This commit only reflects the current status of the rewrite and > > is known to introduce many bugs people will hate soon. > > > > I'd like to see patches for these areas. ;) > > > > Greetz... > > > > Tobias Gläßer (It's 03:39 here: I really had a hard coding night, so > > don't badmouth me, when I stand up ;)) ) > > > > @Bill: Hopefully I didn't destroy your baby. :) -- |