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anoctonautodyssey's Issues

Makefile

Meme avec le makedepend, quand on modifie un .hpp, ça ne recompile pas.

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 :)

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.

README

Explain how to clone and build the project...

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 :)

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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.dylibsf::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.dylibsf::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.dylibsf::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.appocto::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.appocto::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.appmain(argc=1, argv=0x00007fff5fbffb10) + 821 at main.cpp:56
      frame #13: 0x00007fff8dc465c9 libdyld.dylib`start + 1

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?

Perlin noise

Retoucher l'algo pour le faire à notre sauce

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.

Decor Tree tronc

Il faut porlonger le tronc vers le bas, sinon dans certain cas on vois le bas de l'arbre

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 :)

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?

Build fails with MODE=debug

Physics/PhysicsEngine.cpp:82:22: error: no member named 'size' in 'octo::Array2D<PolygonShape *>'
        assert(m_tileShapes.size() < MaxShapes);

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...

Controls

  • AbstractControler (octolib)
  • Keyboard/Mouse
  • Mapping

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

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?

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