anoctonautodyssey's People
anoctonautodyssey's Issues
Trouver un moyen de compiler ce projet
CMake pour la sfml?
Et pour boost?
Et pour les autres plateformes que MacOS?
Accessors for class Tile
README
Explain how to clone and build the project...
Assert c++
Rename include assert.c by cassert
Build fails with MODE=debug
Physics/PhysicsEngine.cpp:82:22: error: no member named 'size' in 'octo::Array2D<PolygonShape *>'
assert(m_tileShapes.size() < MaxShapes);
Decor Tree tronc
Il faut porlonger le tronc vers le bas, sinon dans certain cas on vois le bas de l'arbre
DecorBuilder must be non copyable
And rename ABiome::update parameters(manager -> builder)
Crystal shinning/stars
- La brillance des cristaux est dessinée pour le moment à partir des étoiles, la brillance doit être déplacée directement dans les cristaux.
- La brillance et les étoiles nécessitent une texture, ce qui n'est pas présent dans ADecors.
Solution: Dessiner les gradients en sf::Triangles, forme octogonale
Renommer ce qui doit etre renommé
Utilisation de define provoque le fail de la compilation
./octolib/includes/Math.hpp:90:25: error: expected ',' or '>' in template-parameter-list
template <unsigned int N, class T = std::uint64_t>
^
Octo/OctoNoise.hpp:7:12: note: expanded from macro 'N'
# define N 0x1000
^
In file included from Map/MapInstance.cpp:4:
In file included from ./octolib/includes/Interpolations.hpp:19:
./octolib/includes/Math.hpp:90:26: error: expected unqualified-id
template <unsigned int N, class T = std::uint64_t>
^
./octolib/includes/Math.hpp:97:9: error: explicit specialization of non-template struct 'Factorial'
struct Factorial<0u, T>
^ ~~~~~~~
./octolib/includes/Math.hpp:110:25: error: expected ',' or '>' in template-parameter-list
template <unsigned int N, class T>
^
Octo/OctoNoise.hpp:7:12: note: expanded from macro 'N'
# define N 0x1000
^
In file included from Map/MapInstance.cpp:4:
In file included from ./octolib/includes/Interpolations.hpp:19:
./octolib/includes/Math.hpp:110:26: error: expected unqualified-id
template <unsigned int N, class T>
^
./octolib/includes/Math.hpp:120:9: error: explicit specialization of non-template struct 'Exponential'
struct Exponential<1u, T>
^ ~~~~~~~
./octolib/includes/Math.hpp:136:25: error: expected ',' or '>' in template-parameter-list
template <unsigned int N, class T = std::uint64_t>
^
Octo/OctoNoise.hpp:7:12: note: expanded from macro 'N'
# define N 0x1000
^
In file included from Map/MapInstance.cpp:4:
In file included from ./octolib/includes/Interpolations.hpp:19:
./octolib/includes/Math.hpp:136:26: error: expected unqualified-id
template <unsigned int N, class T = std::uint64_t>
^
./octolib/includes/Math.hpp:143:9: error: explicit specialization of non-template struct 'Power2'
struct Power2<0u, T>
^ ~~~~~~~
./octolib/includes/Math.hpp:152:25: error: expected ',' or '>' in template-parameter-list
template <unsigned int N>
^
Octo/OctoNoise.hpp:7:12: note: expanded from macro 'N'
# define N 0x1000
^
In file included from Map/MapInstance.cpp:4:
In file included from ./octolib/includes/Interpolations.hpp:19:
./octolib/includes/Math.hpp:163:67: error: template argument for template type parameter must be a type
Sign::value * pow<(IsPair) ? N : 0u>(value) / Factorial<(IsPair) ? N : 0u, float>::Value);
^~~~~~~~~~~~~~~~~
./octolib/includes/Math.hpp:96:18: note: template parameter is declared here
template <class T>
^
11 errors generated.
Vous voyez ce qu'il se passe?
N est un parametre template de nombreuse fonction, et une definition de macro s'appelle N...
Quand je vous dis de pas utiliser les macros...
Fixe uninitialized variable in Decor classes
[Decors/Rock.cpp:4]: (warning) Member variable 'Rock::mn_countOctogon' is not initialized in the constructor.
[Decors/Tree.cpp:4]: (warning) Member variable 'Tree::mn_countLeaf' is not initialized in the constructor.
Makefile
Meme avec le makedepend, quand on modifie un .hpp, ça ne recompile pas.
Noise negative number
The noise don't work with negative number
Remarques sur la pluie
- Il n'est pas possible pour le moment de mettre des vitesses négatives
- Lorsque l'on ajoute une vitesse en x le coin en bas a gauche se retrouve vide
Make a loop with clouds
Il faudrait me rendre accessible depuis le skyManager la fonction qui permet au décors d'être replacés en zero lorsqu'ils ont fait le tour de la map. Dans le skyManager j'ai un std::vectorsf::Vector2f originClouds
Siteplé @jbalestr42 :)
Create scripts to making redistribuables archives on OSX
Biome manager
Add collisionMask et collisionType
Bug avec le collisionMask et collisionType, en fonction de l'ordre dans lequel on le register
RessourcesDefinitions.hpp
Je me demandais pourquoi tu n'inclue pas directement ce fichier dans le ressource manager? A priori on aura toujours besoin des deux en même temps non?
Renommer TransitionManager en TerrainManager
Crash when state game is re-started [branch fc]
Reproduce the bug:
Start the game on state game, change the current state to any other state with system.change_state() then change back the state to game.
LLDB backtrace:
- thread #1: tid = 0x21867, 0x000000010ffd523f, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x1127d4008)
frame #0: 0x000000010ffd523f
-> 0x10ffd523f: movsd (%rdx,%rax), %xmm1
0x10ffd5244: movsd %xmm1, (%rsi)
0x10ffd5248: movq %r8, 0x8(%rsi)
0x10ffd524c: movq 0x3b0(%rcx), %rdx
(lldb) bt - thread #1: tid = 0x21867, 0x000000010ffd523f, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x1127d4008)
- frame #0: 0x000000010ffd523f
frame #1: 0x00007fff8e78972d GLEngineglDrawArrays_IMM_Exec + 856 frame #2: 0x000000010029c0ff libsfml-graphics.2.2.0.dylib
sf::RenderTarget::draw(sf::Vertex const*, unsigned long, sf::PrimitiveType, sf::RenderStates const&) + 463
frame #3: 0x0000000100055c70 octodyssey.appTransitionManager::draw(this=0x0000000100974a00, render=0x000000010100c0c8, states=RenderStates at 0x00007fff5fbff510) const + 80 at TransitionManager.cpp:384 frame #4: 0x000000010029bf29 libsfml-graphics.2.2.0.dylib
sf::RenderTarget::draw(sf::Drawable const&, sf::RenderStates const&) + 41
frame #5: 0x0000000100051d9a octodyssey.appMapManager::draw(this=0x0000000100974958, render=0x000000010100c0c8, states=RenderStates at 0x00007fff5fbff5e0) const + 90 at MapManager.cpp:56 frame #6: 0x000000010029bf29 libsfml-graphics.2.2.0.dylib
sf::RenderTarget::draw(sf::Drawable const&, sf::RenderStates const&) + 41
frame #7: 0x000000010003b638 octodyssey.appStateGame::draw(this=0x0000000100974950, render=0x000000010100c0c8) const + 72 at StateGame.cpp:44 frame #8: 0x000000010007f7bd octodyssey.app
octo::StateManager::draw(this=0x000000010100c010, render=0x000000010100c0c8) const + 93 at StateManager.cpp:248
frame #9: 0x0000000100099297 octodyssey.appocto::ApplicationImp::drawAll(this=0x000000010100c000) + 119 at Application.cpp:246 frame #10: 0x00000001000991b7 octodyssey.app
octo::ApplicationImp::run(this=0x000000010100c000) + 343 at Application.cpp:270
frame #11: 0x0000000100095410 octodyssey.appocto::Application::run(stateKey=0x00007fff5fbff978) + 112 at Application.cpp:339 frame #12: 0x00000001000657f5 octodyssey.app
main(argc=1, argv=0x00007fff5fbffb10) + 821 at main.cpp:56
frame #13: 0x00007fff8dc465c9 libdyld.dylib`start + 1
- frame #0: 0x000000010ffd523f
Virer les trucs de tests
Perlin noise
Retoucher l'algo pour le faire à notre sauce
Menu
Retour
Options
- Graphique
- Sons
- Key bindings
Reset la partie
Quitter
Player
check auto const &
Chutte de fps
Depuis que l'on a migré sur ton dépôt mes fps on grandement baissé. Je ne peux même plus faire de video car ça chute trop :s. Est ce que tu aurais une idée d'ou cela peux venir?
Physics Rectangle not working properly
they are totally fucked up
remove GameObject.hpp
Je sais pas si c'est encore utilisé, il y a aussi peut etre d'autre fichier qui trainent, pense a faire le tri :)
Add makedepend to the Makefile
Create scripts to making redistribuables archives on Linux
Theses archives must packages game binary with dynamic libraries.
Physics unregister
add unregistershape
Map interpolation
Faire la liaison entre le début et la fin de la map
Map/ MapInstance use ptr function to set color
Makefile cpp_check et hatedepend
Ajouterune regle pour cpp_check
Ajouter hatedepend de maniere transparent ou dans une autre regle
Hatedepend
access repository
Tile triangle/square
remove triangle
Remove Decors.hpp Decors.cpp
Physics sleep when out of the screen
Change default build mode to debug
Bug Map transition
Bug avec chute de fps
Fixe unititialized variables in Map classes
[Managers/CollisionManager.cpp:7]: (warning) Member variable 'CollisionManager::m_mapManager' is not initialized in the constructor.
[Managers/TransitionManager.cpp:6]: (warning) Member variable 'TransitionManager::swap' is not initialized in the constructor.
[Map/Map.cpp:5]: (warning) Member variable 'Map::m_biome' is not initialized in the constructor.
uninisialize variable in ScreenEngine
circleA
Clear in decorsManager
GameScreen
- rassemble TerrainManager et Decor
Removing all M_PI constants
This require fcvalise/octolib#111 to be resolved before.
Game
Connaitre le Type d'un décor
@IohannRabeson Existe t'il un moyen de savoir a quel décor j'ai a faire lorsque je les parcours a partir d'un DecorManager?
Je songe a creer un DecorManager par type de decors mais ça peut etre dommage de multiplier les draw non?
Segfault lorsque je quitte l'application
J'ai parfois un segfault au moment ou je quitte l'application. Ce n'est pas gênant pour le moment, mais je n'arrive a identifier d'ou ça peut venir (probablement de quelque part dans mon code car a priori j'ai longtemps été le seul a avoir le problème).
Il faudra un jour que l'on enquête :)
Controls
- AbstractControler (octolib)
- Keyboard/Mouse
- Mapping
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