Add screenshots
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@ -51,7 +51,8 @@ Please note however the game is still relatively simple and so **the physics IS
|
||||||
- **OpenBSD**: via SDL2
|
- **OpenBSD**: via SDL2
|
||||||
- **web browser**: via translation to JavaScript with emscripten
|
- **web browser**: via translation to JavaScript with emscripten
|
||||||
- **Circuitmess Ringo AKA MAKERphone** (32b 160 MHz, 520 KB RAM)
|
- **Circuitmess Ringo AKA MAKERphone** (32b 160 MHz, 520 KB RAM)
|
||||||
- on resource-limited computers in very limited ways (simplest rendering with low FPS, only loading tiniest maps, no ghosts, replays or audio):
|
- **Raspberry Pi** (5, 3B+): with GNU/Linux
|
||||||
|
- on resource-limited computers, in very limited ways (simplest rendering with low FPS, only loading tiniest maps, no ghosts, replays or audio):
|
||||||
- **Pokitto** (32bit 48 MHz CPU, 36 KB RAM)
|
- **Pokitto** (32bit 48 MHz CPU, 36 KB RAM)
|
||||||
- **Circuitmess Nibble** (32b 160 MHz CPU, 80 KB RAM)
|
- **Circuitmess Nibble** (32b 160 MHz CPU, 80 KB RAM)
|
||||||
- **ESPboy** (32b 160 MHz CPU, 80 KB RAM)
|
- **ESPboy** (32b 160 MHz CPU, 80 KB RAM)
|
||||||
|
|
10
TODO.txt
|
@ -9,10 +9,10 @@ fuck issue trackers :D
|
||||||
- very long replay DID 1x
|
- very long replay DID 1x
|
||||||
- absence of music file DID
|
- absence of music file DID
|
||||||
- different resolutions KINDA DID 1x
|
- different resolutions KINDA DID 1x
|
||||||
- different settings (332, POTATO, ...)
|
- different settings (332, POTATO, ...) DID
|
||||||
- crazy shit with physics KINDA DID
|
- crazy shit with physics KINDA DID
|
||||||
- replay with input not occuring for more that LCR_SETTING_GHOST_STEP
|
- replay with input not occuring for more that LCR_SETTING_GHOST_STEP DID
|
||||||
- different platforms
|
- different platforms DID
|
||||||
- error handling (bad map format, bad replay format, items in data file, ...)
|
- error handling (bad map format, bad replay format, items in data file, ...)
|
||||||
- valgrind, cppcheck, different compilers, optimization levels, ...
|
- valgrind, cppcheck, different compilers, optimization levels, ...
|
||||||
- play replay from one platform on another KINDA DID
|
- play replay from one platform on another KINDA DID
|
||||||
|
@ -24,9 +24,9 @@ fuck issue trackers :D
|
||||||
- empty and large data file
|
- empty and large data file
|
||||||
- FPS on each platform
|
- FPS on each platform
|
||||||
- try to use the racing module by itself
|
- try to use the racing module by itself
|
||||||
- spellcheck comments
|
- spellcheck comments KINDA DID
|
||||||
- test a map without any CPs where the car starts at finish WORKS BUT NOT REP
|
- test a map without any CPs where the car starts at finish WORKS BUT NOT REP
|
||||||
- just read through the code and eyeball it
|
- just read through the code and eyeball it DOING
|
||||||
|
|
||||||
=========== BUGS =================
|
=========== BUGS =================
|
||||||
|
|
||||||
|
|
|
@ -35,7 +35,6 @@ SDL_Window *window;
|
||||||
SDL_Renderer *renderer;
|
SDL_Renderer *renderer;
|
||||||
SDL_Texture *texture;
|
SDL_Texture *texture;
|
||||||
SDL_Surface *screenSurface;
|
SDL_Surface *screenSurface;
|
||||||
SDL_GameController *sdlController;
|
|
||||||
|
|
||||||
uint8_t running = 1, fullscreen = 1;
|
uint8_t running = 1, fullscreen = 1;
|
||||||
|
|
||||||
|
@ -185,10 +184,6 @@ int main(int argc, char *argv[])
|
||||||
puts("initializing SDL");
|
puts("initializing SDL");
|
||||||
SDL_Init(SDL_INIT_AUDIO);
|
SDL_Init(SDL_INIT_AUDIO);
|
||||||
|
|
||||||
sdlController = SDL_GameControllerOpen(0);
|
|
||||||
|
|
||||||
puts(sdlController ? "found a controller" : "no controller found");
|
|
||||||
|
|
||||||
puts("initializing audio");
|
puts("initializing audio");
|
||||||
SDL_AudioSpec audioSpec;
|
SDL_AudioSpec audioSpec;
|
||||||
SDL_memset(&audioSpec,0,sizeof(audioSpec));
|
SDL_memset(&audioSpec,0,sizeof(audioSpec));
|
||||||
|
@ -269,7 +264,6 @@ int main(int argc, char *argv[])
|
||||||
|
|
||||||
closeDataFile();
|
closeDataFile();
|
||||||
|
|
||||||
SDL_GameControllerClose(sdlController);
|
|
||||||
SDL_PauseAudio(1);
|
SDL_PauseAudio(1);
|
||||||
SDL_CloseAudio();
|
SDL_CloseAudio();
|
||||||
SDL_DestroyTexture(texture);
|
SDL_DestroyTexture(texture);
|
||||||
|
|
|
@ -11,16 +11,17 @@
|
||||||
#include <sys/time.h>
|
#include <sys/time.h>
|
||||||
#include <unistd.h> // for usleep
|
#include <unistd.h> // for usleep
|
||||||
|
|
||||||
#define LCR_SETTING_LOG_LEVEL 2
|
|
||||||
#define LCR_SETTING_RESOLUTION_X 320
|
|
||||||
#define LCR_SETTING_RESOLUTION_Y 240
|
|
||||||
#define LCR_SETTING_MUSIC 0
|
|
||||||
|
|
||||||
#ifndef PRESET_QUALITY
|
#ifndef PRESET_QUALITY
|
||||||
#define PRESET_QUALITY 3
|
#define PRESET_QUALITY 3
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include "frontend_helper.h"
|
#include "frontend_helper.h"
|
||||||
|
|
||||||
|
#define LCR_SETTING_LOG_LEVEL 1
|
||||||
|
#define LCR_SETTING_RESOLUTION_X 320
|
||||||
|
#define LCR_SETTING_RESOLUTION_Y 240
|
||||||
|
#define LCR_SETTING_MUSIC 0
|
||||||
|
|
||||||
#include "game.h"
|
#include "game.h"
|
||||||
|
|
||||||
char framebuffer[LCR_SETTING_RESOLUTION_X * LCR_SETTING_RESOLUTION_Y * 4];
|
char framebuffer[LCR_SETTING_RESOLUTION_X * LCR_SETTING_RESOLUTION_Y * 4];
|
||||||
|
|
2
make.sh
|
@ -54,7 +54,7 @@ elif [ $PLATFORM = "x11" ]; then
|
||||||
# X11 build, requires: xlib
|
# X11 build, requires: xlib
|
||||||
# has no sound
|
# has no sound
|
||||||
|
|
||||||
COMMAND="${COMPILER} ${C_FLAGS} -lX11 frontend_x11.c"
|
COMMAND="${COMPILER} ${C_FLAGS} frontend_x11.c -lX11"
|
||||||
elif [ $PLATFORM = "emscripten" ]; then
|
elif [ $PLATFORM = "emscripten" ]; then
|
||||||
# emscripten (browser Javascript) build, requires: emscripten
|
# emscripten (browser Javascript) build, requires: emscripten
|
||||||
# limited, low quality, no files
|
# limited, low quality, no files
|
||||||
|
|
|
@ -359,11 +359,15 @@ changing anything about physics will be done very, very rarely.
|
||||||
|
|
||||||
Q: Can I play with a controller?
|
Q: Can I play with a controller?
|
||||||
|
|
||||||
A: Yes, but analog input is not supported, i.e. you can use controller only as a
|
A: Controllers are not supported as of the game's release, but mods are planned
|
||||||
replacement for keyboard. This is partly for simplicity but it also sets the
|
to make them work. In any case the game will never truly support analog input,
|
||||||
same conditions for everyone, keyboard players don't have to feel disadvantaged.
|
but a mod could make analog input sort of work. It is partly for simplicity
|
||||||
Of course, someone can add analog input support to the game, but that will
|
(e.g. to keep replays simple) to only support keyboard, but it also sets the
|
||||||
probably result in replay incompatibility with the original game.
|
same conditions for everyone, keyboard players don't have to feel disadvantaged
|
||||||
|
against a more precise analog input -- if analog input is ever supported, it
|
||||||
|
will have to just emulate very fast keyboard tapping. For now, you can use a
|
||||||
|
program that maps controller inputs to keyboard in order to play with a
|
||||||
|
controller.
|
||||||
|
|
||||||
Q: The graphics looks weird, stuff near camera seems to kind of warp weirdly.
|
Q: The graphics looks weird, stuff near camera seems to kind of warp weirdly.
|
||||||
|
|
||||||
|
|
BIN
media/ss0.png
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After Width: | Height: | Size: 82 KiB |
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media/ss1.png
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After Width: | Height: | Size: 48 KiB |
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media/ss10.png
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After Width: | Height: | Size: 116 KiB |
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media/ss11.png
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After Width: | Height: | Size: 99 KiB |
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media/ss12.jpg
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After Width: | Height: | Size: 100 KiB |
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media/ss2.png
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After Width: | Height: | Size: 56 KiB |
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media/ss3.png
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After Width: | Height: | Size: 135 KiB |
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media/ss4.png
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After Width: | Height: | Size: 80 KiB |
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media/ss5.png
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After Width: | Height: | Size: 114 KiB |
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media/ss6.png
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After Width: | Height: | Size: 110 KiB |
BIN
media/ss7.png
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After Width: | Height: | Size: 86 KiB |
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media/ss8.png
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After Width: | Height: | Size: 101 KiB |
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media/ss9.png
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After Width: | Height: | Size: 93 KiB |