Thread: [Super-tux-devel] Keys handling patch
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From: Ricardo C. <ri...@ae...> - 2004-01-26 21:25:32
Attachments:
upgrade-displayfix.patch
keyschange-support.patch
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Hey there, As I said before, I've made a keys.c file that would allow the change of the keys in the run-time. Since Tobias didn't seem to like that way, I've now putted that in the player's type. Unfortanely, we have to go back for the use of the ifs, instead of switches. The other patch fixes a bug when an upgrade is killed; its size was not being in account. It also changes the -g parameter to -gl . It is noticable that the gameplay in OpenGL is different than in the SDL backend one. This is surely a timer issue and this should get priority, since it may affect gameplay in different computers with different fps. i haven't yet really looked at the timer code, but it seems that player has its own timer, right? If yes, I think a global timer implemention would be much better. Ricardo Cruz -- Boston State House is the hub of the Solar System. You couldn't pry that out of a Boston man if you had the tire of all creation straightened out for a crowbar. -- Oliver Wendell Holmes |
From: Tobias <tob...@gm...> - 2004-01-27 21:52:24
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I hope this mail finally finds its way into the mailing list. ;) Am Sa, den 24.01.2004 schrieb Ricardo Cruz um 19:28: > Hey there, > > As I said before, I've made a keys.c file that would allow the change of the > keys in the run-time. Since Tobias didn't seem to like that way, I've now > putted that in the player's type. > Unfortanely, we have to go back for the use of the ifs, instead of switches. I used your implementation as inspiration. ;) Look into the CVS. > The other patch fixes a bug when an upgrade is killed; its size was not being > in account. It also changes the -g parameter to -gl . I already merged it. > It is noticable that the gameplay in OpenGL is different than in the SDL > backend one. Because the drawing happens faster in OpenGL and therefore more frames per second are reached. In theory the current implemenation should calculate correctly and frame-rate independant movements. But unfortunately the CPU-Ticks aren't precise enough. I'll go into detail in a further mail. > This is surely a timer issue and this should get priority, since > it may affect gameplay in different computers with different fps. > i haven't yet really looked at the timer code, but it seems that player has > its own timer, right? If yes, I think a global timer implemention would be The timer doesn't implement a REAL timer. It only handles timing. > much better. > > Ricardo Cruz Greetz... Tobias Gläßer (Going to bed after his last CVS commit today) :) -- |
From: Tobias <tob...@gm...> - 2004-01-26 10:13:51
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Am Sa, den 24.01.2004 schrieb Ricardo Cruz um 19:28: > Hey there, > > As I said before, I've made a keys.c file that would allow the change of the > keys in the run-time. Since Tobias didn't seem to like that way, I've now > putted that in the player's type. > Unfortanely, we have to go back for the use of the ifs, instead of switches. I used your implementation as inspiration. ;) Look into the CVS. > The other patch fixes a bug when an upgrade is killed; its size was not being > in account. It also changes the -g parameter to -gl . I already merged it. > It is noticable that the gameplay in OpenGL is different than in the SDL > backend one. Because the drawing happens faster in OpenGL and therefore more frames per second are reached. In theory the current implemenation should calculate correctly and frame-rate independant movements. But unfortunately the CPU-Ticks aren't precise enough. I'll go into detail in a further mail. > This is surely a timer issue and this should get priority, since > it may affect gameplay in different computers with different fps. > i haven't yet really looked at the timer code, but it seems that player has > its own timer, right? If yes, I think a global timer implemention would be The timer doesn't implement a REAL timer. It only handles timing. > much better. > > Ricardo Cruz Greetz... Tobias Gläßer (Going to bed after his last CVS commit today) :) -- |
From: Tobias <tob...@gm...> - 2004-01-26 23:21:43
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Am Sa, den 24.01.2004 schrieb Ricardo Cruz um 19:28: > Hey there, > > As I said before, I've made a keys.c file that would allow the change of the > keys in the run-time. Since Tobias didn't seem to like that way, I've now > putted that in the player's type. > Unfortanely, we have to go back for the use of the ifs, instead of switches. I used your implementation as inspiration. ;) Look into the CVS. > The other patch fixes a bug when an upgrade is killed; its size was not being > in account. It also changes the -g parameter to -gl . I already merged it. > It is noticable that the gameplay in OpenGL is different than in the SDL > backend one. Because the drawing happens faster in OpenGL and therefore more frames per second are reached. In theory the current implemenation should calculate correctly and frame-rate independant movements. But unfortunately the CPU-Ticks aren't precise enough. I'll go into detail in a further mail. > This is surely a timer issue and this should get priority, since > it may affect gameplay in different computers with different fps. > i haven't yet really looked at the timer code, but it seems that player has > its own timer, right? If yes, I think a global timer implemention would be The timer doesn't implement a REAL timer. It only handles timing. > much better. > > Ricardo Cruz Greetz... Tobias Gläßer (Going to bed after his last CVS commit today) :) -- |