Fix menu bug
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4551b50904
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3 changed files with 17 additions and 18 deletions
27
TODO.txt
27
TODO.txt
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@ -2,19 +2,11 @@ fuck issue trackers :D
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=========== GENERAL ==============
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=========== GENERAL ==============
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- try to prevent car getting stuck at extreme speed by may just hard stopping
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- hitting ramps at higher speed still often bugs, try to fiddle with physics
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it if it ends up unresolved?
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again (reshape iterations, tension, ...)
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- Managed to get the car stuck in non-rotating state, then after a while get
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- make replays have better names (time etc.)
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it back by crashing. MAY BE FIXED NOW, watch if it still happens
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- press forward map??? :-D only when physics is frozen
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- press forward map??? :-D
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- make some kinda repo for world record runs?
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- make some kinda repo for world record runs?
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- fix the ramp map again due to new physics -- NOW it's almost good but it's
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still possible to reach the finish at first jump, try to do something about it
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- keyboard ghosting is an issue, particularly when initiating drift with brake
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(arrow keys must be used with S for braking for left drift to work) -- think
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about what to do about this? or leave as is?
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- Map4: fix top bottom corner, making the curve is too hard -- either add ramps
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on wall or shift the down ramp further.
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- Try doing the bouncy car body? Just keep a point and its velocity, change
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- Try doing the bouncy car body? Just keep a point and its velocity, change
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its velocity by a proportion of car's velocity change (this minus prev.
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its velocity by a proportion of car's velocity change (this minus prev.
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frame), then offset car body by this. However we'll also have to transform
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frame), then offset car body by this. However we'll also have to transform
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@ -49,6 +41,17 @@ fuck issue trackers :D
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=========== HANDLED ==============
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=========== HANDLED ==============
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- should drifting make a sound? NO NEED
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- should drifting make a sound? NO NEED
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- Map4: fix top bottom corner, making the curve is too hard -- either add ramps
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on wall or shift the down ramp further. WITH NEW PHYS LOOKS FINE
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- keyboard ghosting is an issue, particularly when initiating drift with brake
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(arrow keys must be used with S for braking for left drift to work) -- think
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about what to do about this? or leave as is?
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- fix the ramp map again due to new physics -- NOW it's almost good but it's
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still possible to reach the finish at first jump, try to do something about it
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- Managed to get the car stuck in non-rotating state, then after a while get
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it back by crashing. MAY BE FIXED NOW, watch if it still happens
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- try to prevent car getting stuck at extreme speed by may just hard stopping
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it if it ends up unresolved?
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- car shadow idea: have shadow model, during rendering check each new triangle
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- car shadow idea: have shadow model, during rendering check each new triangle
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agains car XY, record height, then set maimum height to shadow
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agains car XY, record height, then set maimum height to shadow
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- seems like there might be a bug in physics env function, despite it being
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- seems like there might be a bug in physics env function, despite it being
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2
game.h
2
game.h
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@ -1733,7 +1733,7 @@ uint8_t LCR_gameStep(uint32_t time)
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+ LCR_game.menu.selectedTab],LCR_game.menu.itemNamePtrs,
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+ LCR_game.menu.selectedTab],LCR_game.menu.itemNamePtrs,
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LCR_game.menu.itemCount,LCR_game.menu.selectedItem,
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LCR_game.menu.itemCount,LCR_game.menu.selectedItem,
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(LCR_game.menu.selectedTab > 0) &&
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(LCR_game.menu.selectedTab > 0) &&
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LCR_game.dataFile.firstItemIndex + LCR_DATA_ITEM_CHUNK - 1
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LCR_game.dataFile.firstItemIndex + LCR_DATA_ITEM_CHUNK
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< LCR_game.dataFile.itemsTotal);
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< LCR_game.dataFile.itemsTotal);
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else
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else
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LCR_gameDraw3DView();
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LCR_gameDraw3DView();
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@ -416,10 +416,6 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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for (int i = 0; i < 3; ++i)
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for (int i = 0; i < 3; ++i)
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v[i] = LCR_renderer.mapVerts + 3 * t[i];
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v[i] = LCR_renderer.mapVerts + 3 * t[i];
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const uint8_t *triData = LCR_renderer.mapTriangleData +
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const uint8_t *triData = LCR_renderer.mapTriangleData +
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LCR_renderer.chunkStarts[LCR_renderer.loadedChunks[pixel->modelIndex]];
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LCR_renderer.chunkStarts[LCR_renderer.loadedChunks[pixel->modelIndex]];
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@ -2017,7 +2013,7 @@ void LCR_rendererDrawMenu(const char *tabName,const char **items,
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i = stripHeight + (stripHeight2 - LCR_rendererComputeTextHeight(3)) / 2;
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i = stripHeight + (stripHeight2 - LCR_rendererComputeTextHeight(3)) / 2;
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for (int j = 0; j < itemCount + 1 + (scroll != 0) ; ++j)
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for (int j = 0; j < itemCount + 1 + (scroll != 0); ++j)
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{
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{
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const char *s = j ? (j <= itemCount ? items[j - 1] : "...") : tabName;
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const char *s = j ? (j <= itemCount ? items[j - 1] : "...") : tabName;
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const char *s2 = s;
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const char *s2 = s;
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