maximatanasov / st Goto Github PK
View Code? Open in Web Editor NEWA 2D platformer built in C++, SDL2 and Lua.
Home Page: https://maximatanasov.github.io/ST/files.html
License: GNU General Public License v2.0
A 2D platformer built in C++, SDL2 and Lua.
Home Page: https://maximatanasov.github.io/ST/files.html
License: GNU General Public License v2.0
This will increase modularity and decrease compile times.
Building instructions are currently only available for Linux. Building on Windows/OS X is unfortunately not so straightforward. There needs to be a way to build with Cmake on all platforms.
Likely a bug in Mix_LoadMus_RW() that causes the music to be improperly loaded which then causes Mix_PlayMusic() to either play only a part of the music or completely crash with a Segmentation Fault.
Something about this must be done in the ST_loaders projects. Other music files have not yet been tested.
Ideally this should replace the old asset.list files and give more control in gameplay dev.
setFullscreen(true) should just set the window to windowed mode with maximum resolution.
setCanvasResolution()
setInternalRenderingResolution()
setWindowResolution()
While text rendering is supported in the game. There is currently no way to create text objects in the lua interface as a part of gameplay.
Currently Circle CI has issues with the dummy sound device and some tests that are required to be in a specific directory. This needs to be fixed.
Currently entities are renderered in the order they are declared. Therefore, an additional z_pos
attribute should be available when creating entities. Before rendering, entities should be sorted by their z_pos
and texture
(to ensure less texture/atlas rebinding).
The user should be able to control the volume level for music/effect and the developer should have control over fade effects.
Text rendering should be optimized by packing glyph textures into a texture atlas (preferrably alongside regular textures).
In-game text requires a more complex resources system. Passing strings around in internal engine code should not be happening. Instead unique identifiers should be used and the text resolved from an index into a string cache.
For me the issue only appears on Ubuntu/Kubuntu 18.04. Ubuntu 16.04 works fine. Could be something wrong with the new sdl2 updates.
Currently, calling C++ functions from lua without passing the required arguments (e.g. loadLevel()
) will cause a crash.
Even when running without the debugger, the framerate drops to unplayable levels when the player is close to the lights in the first scene. I don't know if this is a DirectX/OpenGL issue (or just the K2000M Quadro I'm running or it's drivers).
Have it be written in a lua script instead of a simple text file that has to be parsed. This will enabled more flexibility (such as using variable names with the keyPressed/keyReleased/keyHeld commands without needing the ----@key annotation above the variable declaration)
No point in loading and scaling 4K assets on a 1080p screen.
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