Update TODO

This commit is contained in:
Miloslav Ciz 2025-06-20 01:52:00 +02:00
parent a104a12cc4
commit f83e7f519d
5 changed files with 18 additions and 2 deletions

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@ -2,6 +2,8 @@ fuck issue trackers :D
=========== GENERAL ============== =========== GENERAL ==============
- stop playing engine sound when replay finishes
- LCR_SETTING_TEXTURE_SUBSAMPLE = 0 should turn off texturing completely
- maybe address the jerky rotations? or not? - maybe address the jerky rotations? or not?
- add (digital) controller support to SDL and CSFML? - add (digital) controller support to SDL and CSFML?
- frontends: - frontends:
@ -15,6 +17,7 @@ fuck issue trackers :D
- linux framebuffer? - linux framebuffer?
- make some kinda repo for world record runs? how will they submit it? - make some kinda repo for world record runs? how will they submit it?
- final tests: - final tests:
- check every single setting individually
- very long replay DID 1x - very long replay DID 1x
- absence of music file - absence of music file
- different resolutions KINDA DID 1x - different resolutions KINDA DID 1x
@ -39,6 +42,8 @@ fuck issue trackers :D
=========== BUGS ================= =========== BUGS =================
- camera follow speed depends on FPS, it's slower with low FPS, but this is no
big deal, it's only noticable with extremely high/low FPS -- fix or not?
- replay loading BUG! somehow map2 replay was saves with hash 05ef0ab1 instead - replay loading BUG! somehow map2 replay was saves with hash 05ef0ab1 instead
of correct 3c5ba5dd once, WTF, check where hash gets modified of correct 3c5ba5dd once, WTF, check where hash gets modified

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@ -35,6 +35,7 @@ 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;
@ -184,6 +185,10 @@ 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));
@ -264,9 +269,9 @@ 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);
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);

2
game.h
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@ -1671,10 +1671,12 @@ void LCR_gameHandleInput(void)
if (mapIndex < -1) if (mapIndex < -1)
{ {
LCR_LOG1("couldn't load replay"); LCR_LOG1("couldn't load replay");
LCR_gamePopupMessage(LCR_texts[LCR_TEXTS_FAIL]);
} }
else if (mapIndex == -1) else if (mapIndex == -1)
{ {
LCR_LOG1("couldn't load replay map"); LCR_LOG1("couldn't load replay map");
LCR_gamePopupMessage(LCR_texts[LCR_TEXTS_FAIL]);
} }
else else
LCR_gameSetState(LCR_GAME_STATE_LOADING); LCR_gameSetState(LCR_GAME_STATE_LOADING);

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@ -14,6 +14,10 @@
#include <stdint.h> #include <stdint.h>
#include "settings.h" #include "settings.h"
#if defined(_WIN32) || defined(WIN32) || defined(__WIN32__) || defined(__NT__) || defined(__APPLE__)
#warning "Your OS sucks, go fuck yourself."
#endif
#define LCR_EFFECTIVE_RESOLUTION_X \ #define LCR_EFFECTIVE_RESOLUTION_X \
(LCR_SETTING_RESOLUTION_X / LCR_SETTING_RESOLUTION_SUBDIVIDE) (LCR_SETTING_RESOLUTION_X / LCR_SETTING_RESOLUTION_SUBDIVIDE)

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@ -61,7 +61,7 @@
#ifndef LCR_SETTING_SKY_SIZE #ifndef LCR_SETTING_SKY_SIZE
/** Size of sky texture pixel, 0 turns off sky rendering. */ /** Size of sky texture pixel, 0 turns off sky rendering. */
#define LCR_SETTING_SKY_SIZE 4 #define LCR_SETTING_SKY_SIZE 2
#endif #endif
#ifndef LCR_SETTING_MAP_MAX_BLOCKS #ifndef LCR_SETTING_MAP_MAX_BLOCKS