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 ==============
- try to prevent car getting stuck at extreme speed by may just hard stopping
it if it ends up unresolved?
- 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
- press forward map??? :-D
- hitting ramps at higher speed still often bugs, try to fiddle with physics
again (reshape iterations, tension, ...)
- make replays have better names (time etc.)
- press forward map??? :-D only when physics is frozen
- 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
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
@ -49,6 +41,17 @@ fuck issue trackers :D
=========== HANDLED ==============
- 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
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

2
game.h
View file

@ -1733,7 +1733,7 @@ uint8_t LCR_gameStep(uint32_t time)
+ LCR_game.menu.selectedTab],LCR_game.menu.itemNamePtrs,
LCR_game.menu.itemCount,LCR_game.menu.selectedItem,
(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);
else
LCR_gameDraw3DView();

View file

@ -416,10 +416,6 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
for (int i = 0; i < 3; ++i)
v[i] = LCR_renderer.mapVerts + 3 * t[i];
const uint8_t *triData = LCR_renderer.mapTriangleData +
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;
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 *s2 = s;