Fix menu bug

This commit is contained in:
Miloslav Ciz 2025-05-01 19:12:28 +02:00
parent 4551b50904
commit a9c8bd1c4b
3 changed files with 17 additions and 18 deletions

View file

@ -2,19 +2,11 @@ fuck issue trackers :D
=========== GENERAL ============== =========== GENERAL ==============
- try to prevent car getting stuck at extreme speed by may just hard stopping - hitting ramps at higher speed still often bugs, try to fiddle with physics
it if it ends up unresolved? again (reshape iterations, tension, ...)
- Managed to get the car stuck in non-rotating state, then after a while get - make replays have better names (time etc.)
it back by crashing. MAY BE FIXED NOW, watch if it still happens - press forward map??? :-D only when physics is frozen
- press forward map??? :-D
- make some kinda repo for world record runs? - make some kinda repo for world record runs?
- fix the ramp map again due to new physics -- NOW it's almost good but it's
still possible to reach the finish at first jump, try to do something about it
- keyboard ghosting is an issue, particularly when initiating drift with brake
(arrow keys must be used with S for braking for left drift to work) -- think
about what to do about this? or leave as is?
- Map4: fix top bottom corner, making the curve is too hard -- either add ramps
on wall or shift the down ramp further.
- Try doing the bouncy car body? Just keep a point and its velocity, change - Try doing the bouncy car body? Just keep a point and its velocity, change
its velocity by a proportion of car's velocity change (this minus prev. its velocity by a proportion of car's velocity change (this minus prev.
frame), then offset car body by this. However we'll also have to transform frame), then offset car body by this. However we'll also have to transform
@ -49,6 +41,17 @@ fuck issue trackers :D
=========== HANDLED ============== =========== HANDLED ==============
- should drifting make a sound? NO NEED - should drifting make a sound? NO NEED
- Map4: fix top bottom corner, making the curve is too hard -- either add ramps
on wall or shift the down ramp further. WITH NEW PHYS LOOKS FINE
- keyboard ghosting is an issue, particularly when initiating drift with brake
(arrow keys must be used with S for braking for left drift to work) -- think
about what to do about this? or leave as is?
- fix the ramp map again due to new physics -- NOW it's almost good but it's
still possible to reach the finish at first jump, try to do something about it
- Managed to get the car stuck in non-rotating state, then after a while get
it back by crashing. MAY BE FIXED NOW, watch if it still happens
- try to prevent car getting stuck at extreme speed by may just hard stopping
it if it ends up unresolved?
- car shadow idea: have shadow model, during rendering check each new triangle - car shadow idea: have shadow model, during rendering check each new triangle
agains car XY, record height, then set maimum height to shadow agains car XY, record height, then set maimum height to shadow
- seems like there might be a bug in physics env function, despite it being - seems like there might be a bug in physics env function, despite it being

2
game.h
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@ -1733,7 +1733,7 @@ uint8_t LCR_gameStep(uint32_t time)
+ LCR_game.menu.selectedTab],LCR_game.menu.itemNamePtrs, + LCR_game.menu.selectedTab],LCR_game.menu.itemNamePtrs,
LCR_game.menu.itemCount,LCR_game.menu.selectedItem, LCR_game.menu.itemCount,LCR_game.menu.selectedItem,
(LCR_game.menu.selectedTab > 0) && (LCR_game.menu.selectedTab > 0) &&
LCR_game.dataFile.firstItemIndex + LCR_DATA_ITEM_CHUNK - 1 LCR_game.dataFile.firstItemIndex + LCR_DATA_ITEM_CHUNK
< LCR_game.dataFile.itemsTotal); < LCR_game.dataFile.itemsTotal);
else else
LCR_gameDraw3DView(); LCR_gameDraw3DView();

View file

@ -416,10 +416,6 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
for (int i = 0; i < 3; ++i) for (int i = 0; i < 3; ++i)
v[i] = LCR_renderer.mapVerts + 3 * t[i]; v[i] = LCR_renderer.mapVerts + 3 * t[i];
const uint8_t *triData = LCR_renderer.mapTriangleData + const uint8_t *triData = LCR_renderer.mapTriangleData +
LCR_renderer.chunkStarts[LCR_renderer.loadedChunks[pixel->modelIndex]]; LCR_renderer.chunkStarts[LCR_renderer.loadedChunks[pixel->modelIndex]];
@ -2017,7 +2013,7 @@ void LCR_rendererDrawMenu(const char *tabName,const char **items,
i = stripHeight + (stripHeight2 - LCR_rendererComputeTextHeight(3)) / 2; i = stripHeight + (stripHeight2 - LCR_rendererComputeTextHeight(3)) / 2;
for (int j = 0; j < itemCount + 1 + (scroll != 0) ; ++j) for (int j = 0; j < itemCount + 1 + (scroll != 0); ++j)
{ {
const char *s = j ? (j <= itemCount ? items[j - 1] : "...") : tabName; const char *s = j ? (j <= itemCount ? items[j - 1] : "...") : tabName;
const char *s2 = s; const char *s2 = s;