Fix some details
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8450e113fa
commit
139bb2f905
4 changed files with 31 additions and 4 deletions
2
TODO.txt
2
TODO.txt
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@ -61,6 +61,8 @@
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=========== BUGS =================
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=========== BUGS =================
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- sometimes the games prints huge long ass number of newlines, WHY (happens
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when driving on accelerator)
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- immediately after starting the map countdown seems to be lower
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- immediately after starting the map countdown seems to be lower
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- the pinch collision test seems to sometimes stop the car e.g. after falling
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- the pinch collision test seems to sometimes stop the car e.g. after falling
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from bigger height or when running into ramp at high speed (or not?) - FIX
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from bigger height or when running into ramp at high speed (or not?) - FIX
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@ -5,12 +5,15 @@
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#define DATA_FILE_NAME "data"
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#define DATA_FILE_NAME "data"
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#include "game.h"
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#define LCR_LOADING_COMMAND SDL_PumpEvents(); SDL_RenderPresent(renderer);
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SDL_Window *window;
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Renderer *renderer;
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SDL_Texture *texture;
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SDL_Texture *texture;
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SDL_Surface *screenSurface;
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SDL_Surface *screenSurface;
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#include "game.h"
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uint16_t screen[LCR_SETTING_RESOLUTION_X * LCR_SETTING_RESOLUTION_Y];
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uint16_t screen[LCR_SETTING_RESOLUTION_X * LCR_SETTING_RESOLUTION_Y];
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FILE *musicFile = 0;
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FILE *musicFile = 0;
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@ -106,7 +109,7 @@ uint8_t LCR_keyPressed(uint8_t key)
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void LCR_sleep(uint16_t timeMs)
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void LCR_sleep(uint16_t timeMs)
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{
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{
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usleep(timeMs * 1000);
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SDL_Delay(timeMs);
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}
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}
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void LCR_drawPixel(unsigned long index, uint16_t color)
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void LCR_drawPixel(unsigned long index, uint16_t color)
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@ -221,9 +224,15 @@ int main(int argc, char *argv[])
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while (running)
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while (running)
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{
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{
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SDL_PumpEvents();
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SDL_Event event;
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running = 1;
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while (SDL_PollEvent(&event))
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if (event.type == SDL_QUIT)
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running = 0;
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keyboardState = SDL_GetKeyboardState(NULL);
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keyboardState = SDL_GetKeyboardState(NULL);
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running = !keyboardState[SDL_SCANCODE_Q];
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running &= LCR_gameStep(SDL_GetTicks());
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running &= LCR_gameStep(SDL_GetTicks());
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9
game.h
9
game.h
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@ -167,6 +167,15 @@ uint8_t LCR_gameMusicOn(void);
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*/
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*/
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uint8_t LCR_gameGetNextAudioSample(void);
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uint8_t LCR_gameGetNextAudioSample(void);
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/**
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This macro may be redefined by frontend to a command that will be periodically
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performed during map loading. This exists to prevent making the program seem
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unresponsive or being killed by a watchdog.
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*/
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#ifndef LCR_LOADING_COMMAND
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#define LCR_LOADING_COMMAND ;
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#endif
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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#define LCR_LOG0(s) ;
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#define LCR_LOG0(s) ;
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@ -903,6 +903,13 @@ uint8_t _LCR_buildMapModel(void)
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vx, vy, vz, // vertex coords
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vx, vy, vz, // vertex coords
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vi = 0; // vertex index (0, 1 or 2)
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vi = 0; // vertex index (0, 1 or 2)
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#ifdef LCR_LOADING_COMMAND
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if (j % 64 == 0)
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{
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LCR_LOADING_COMMAND
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}
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#endif
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LCR_mapBlockGetCoords(block,&bx,&by,&bz);
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LCR_mapBlockGetCoords(block,&bx,&by,&bz);
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LCR_mapGetBlockShape(blockType,LCR_mapBlockGetTransform(block),
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LCR_mapGetBlockShape(blockType,LCR_mapBlockGetTransform(block),
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