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License: Apache License 2.0
If a collision box is deactivate during a collision callback function, the program currently crashes, need a fix and unit test
Currently on program exiit, the engine will crash upon calling SDL_Close()
#0 0x00007ffff7de0ef4 in do_lookup_x (undef_name=undef_name@entry=0x7ffff54c1edd "pa_pdispatch_unregister_reply", new_hash=new_hash@entry=1863888327, old_hash=old_hash@entry=0x7fffffffdb60, ref=0x7ffff54bca50, result=result@entry=0x7fffffffdb70, scope=, i=34, version=0x0, flags=5, skip=0x0, type_class=1, undef_map=0x7ffff7fc64f8) at dl-lookup.c:366
#1 0x00007ffff7de1b1f in _dl_lookup_symbol_x (undef_name=0x7ffff54c1edd "pa_pdispatch_unregister_reply", undef_map=0x7ffff7fc64f8, ref=ref@entry=0x7fffffffdc28, symbol_scope=0x7ffff7fc6850, version=0x0, type_class=type_class@entry=1, flags=5, skip_map=0x0) at dl-lookup.c:829
#2 0x00007ffff7de6ac6 in _dl_fixup (l=, reloc_arg=) at ../elf/dl-runtime.c:111
#3 0x00007ffff7deeeef in _dl_runtime_resolve_sse () at ../sysdeps/x86_64/dl-trampoline.h:112
#4 0x0000000000582688 in SDLInit::CloseSDL () at Source/Engine/SDLInit.cpp:24
Backtrace stopped: previous frame inner to this frame (corrupt stack?)
Seems to be a bug in glibc(?)
Would be great to find a workaround / solution
More info may be found here:
http://lists.linuxfromscratch.org/pipermail/lfs-dev/2011-September/065023.html
Remove some responsibility from LuaInterface. Have each class that wants to register provide its own function for doing so.
Be able to create a new entity from a prefab in Lua
Currently, Creating a new entity entails calling a monolithic function attached to LuaInterface. This functionality needs broken up a bit more.
In Tiled, tiles can be rotated by pressing 'Z'
Tile flipping is documented here;
http://doc.mapeditor.org/en/latest/reference/tmx-map-format/#layer
The debug window should support running user LuaCode in the global scope of the currently active LuaState.
Ideally, it would act as the interactive lua interpreter does.
If multiple entities in a stage have the same name, then user scripts should be able to call a function that returns an array containing all of the entities with a specified name. Will make it easier to group together entities.
Have sprites work the same way as lights and collision boxes. When creating a new one, have the component actually return a sprite instead of an id used to access the sprite on the Component Manager.
Very silly name, already have a class that encapsulates a 2d coordinate point, Vec2d
Use that exclusively.
Was intended for multi-threaded audio, but SDL already takes care of that.
If one lua state wants to create another, allow it to pass a table which will be serialized into the engine then deserialized into the newly created state
Something simple like
CPP.interface:_BREAK()
Where _BREAK will compile to break in debug mode
and compile to do nothing in release mode.
Have some mechanism to animate image layers
Controller input needs to be able to be mapped to input events.
There also must be a way to navigate the GUI using only a controller.
The Events serve no purpose. Event queues should be used to handle events async (across time), no events currently work that way. Instead, have observers and callbacks.
Be able to create windows based on world position instead of screen position
Have two kinds of sounds.
Normal sounds that are simply played.
Sounds with a position that will use the closest entity with a "Listener Component" (or similar name) that acts as an ear. The sound will then be modified based on where the ear is
So if the ear is far away, the volume is decreased
If the ear is underwater, all the sounds it hears can have reverb.
IF there are no ears (no listener components) no sound will be played.
May want to look into OpenAL, as SDL_Mixer seems a bit lacking
Instead of looking for built in functions, pass callbacks to each collision box.
Game would crash soon after loading map
EntityManager::ClearAllEntities would be called setting mFlagDeleteAll to true
Cleanup would be called
Because the map is currently empty, the flag would not be reset
later the map would crash
Is fixed, but needs a regression test.
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