pingus-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Bug #1999] Pingus Crashes with segmentation fault, while bashing ou


From: Ingo Ruhnke
Subject: Re: [Bug #1999] Pingus Crashes with segmentation fault, while bashing out of right screen
Date: 18 Dec 2002 14:55:54 +0100
User-agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.2

Ingo Ruhnke <address@hidden> writes:

> So the colmap should look like this:

 +---+------------------------------+---+
 |   |          Air                 |   |
 |   |                              |   |
 |   +---+----------------------+---+   |
 |   | ? |                      | ? |   |
 |   | ? |  Real Colmap/        | ? |   |
 |   | ? |  Playfield           | ? |   |
 |   | ? |                      | ? |   |
 |   | ? |                      | ? |   |
 |   | ? |                      | ? |   |
 |   | ? |                      | ? |   |
 |   +---+----------------------+---+   |
 |   |          Air                 |   |
 |   +------------------------------+   |
 |        Out-Of-Screen                 |
 +--------------------------------------+

The real ColMap/Playfield is the visible part of the game, the rest is
invisible and isn't keept in memory as a bitmap, but just detected
with a bunch of if/else's. 

Out-of-Screen instantly removes Pingus from the game.

The top and bottom 'Air' is there so that Pingus don't disappear,
before they have left the screen.

Not sure about the left/right part, air might look stupid if Pingus
fall at the edge of the screen. simply repeating the last column of
pixels on the colmap might work, but could have undefined results with
bridger, basher and co.

-- 
WWW:      http://pingus.seul.org/~grumbel/ 
Games:    http://pingus.seul.org/~grumbel/gamedesigns/
JabberID: address@hidden 
ICQ:      59461927



reply via email to

[Prev in Thread] Current Thread [Next in Thread]