eugeneloza / decoherence Goto Github PK
View Code? Open in Web Editor NEWProject moved to https://gitlab.com/EugeneLoza/decoherence
License: GNU General Public License v3.0
Project moved to https://gitlab.com/EugeneLoza/decoherence
License: GNU General Public License v3.0
GAME
CONSTRUCTOR
Problem with float <==> fixed px conversions for frames.
Set backwards x1x2y1y2
property x1 read f_x1 write setx1
see also: #1
TGrayscaleAlphaImage -> TRGBAlphaImage
HTML текст? Как делать?
GAME:
Player character class (partly done)
Race&profession (partly done)
Issue commands (interface)
Load Race
Load Profession
Load Avatar
CONSTRUCTOR
my_animation_@counter(1).png
WHY?
constructor_map.pas
If an error encountered in map generator during a test (e.g. unable to block a map tile) the editor crashes, TEST button no longer enabled, and a SIGSEGV encountered on app close.
"src/ui/opengl/castlecontrolsimages.pas":
Loading := TGrayscaleAlphaImage.Create(LoadingWidth, LoadingHeight, LoadingDepth);
Move(LoadingPixels, Loading.RawPixels^, SizeOf(LoadingPixels));
Loading.URL := 'embedded-image:/Loading';
LoadingPixels points to "src/ui/opengl/castlecontrolsimages.image_data"
e.g. faster for onHit
Memory leaks. Не могу выловить несколько memory leaks. Они не забирают много памяти и не накалпиваются со временем (вроде). Однако сильно мешают поиску будущих утечек памяти. Переписать всё с нуля, чтобы понять на каком этапе происходит сбой?
Похоже, ошибка в interfaceelement.rescale, но где именно???
доработать: если интерфейс не поймал клик, то смена стиля управления.
Only in travel mode
interface.find by id
Thread: all actors' actions in a thread. Thread suspend on pause
если кликнуть до загрузки floater image / floaterlabels выдаёт SIGSEGV
select: infinite
over: 0 sec.
hit: 1 sec. / fade out hit-overlay
e.g.
damageOverlay.Content.base.copyxywh(self.base);
damageOverlay.Content.AnimateTo(asFadeIn);
damageOverlay.rescale;
Проблема интерфеса - parent не передаёт scale для children, как это задумывалось изначально. Это серьёзная недоработка структуры, её будет необходимо исправить. Когда-нибудь. Пока на костылях работает...
GAME:
CONSTRUCTOR:
0 - default
0 - for text
<0 for avatars, etc.
Compile only changed data (keep track of?)
Or compile only current session's changes.
Warning: if you have changes from the previous sessions, they might not compile properly, use this feature only if you know what you're doing.
GAME:
see also #19
CONSTRUCTOR:
CONTENT:
можно просто на винде через команд лайн вызывать nvcompress
Скомпилировать на LINUX!!!
See also #6
Select a few basic perks icons for pre-alpha
CONTENT
GAME
CONSTRUCTOR
Looks like it's a good idea to move all todo's and bugs to github, so that I can track them more efficiently. Still thinking on it, but looks promising.
These are
Also:
что делать, когда id изменился?
see also #26
INTERFACE:
GAME:
see also #13
Running the latest "Decoherence" code on Linux 64-bit (x64_64) using the latest Castle Game Engine 6.3 (from GitHub), I get an error:
Exception "EFOpenError" :
Unable to open file "/home/michalis/sources/castle-engine/decoherence/data/interface/portrait/UNKNOWN_p01.jpg"
$000000000046F499
$000000000046F293
$000000000079550E DOWNLOAD, line 417 of ../castle-engine/src/net/castledownload.pas
$00000000005AAC62 LOADENCODEDIMAGE, line 4225 of ../castle-engine/src/images/castleimages.pas
$00000000005AB046 LOADENCODEDIMAGE, line 4251 of ../castle-engine/src/images/castleimages.pas
$00000000005AB3C3 LOADIMAGE, line 4294 of ../castle-engine/src/images/castleimages.pas
$0000000000BF6394 LOADIMAGESAFE, line 74 of decoinputoutput.pas
$0000000000BEBC01 INITCOMPOSITEINTERFACE, line 215 of decointerfacecomposite.pas
$0000000000BDC24B INITINTERFACE, line 336 of decointerface.pas
$0000000000466969 LOADANDINITDATA, line 228 of decoherence.pas
$0000000000466BF5 APPLICATIONINITIALIZE, line 290 of decoherence.pas
$00000000004B69E8 CASTLEENGINEINITIALIZE, line 4629 of ../castle-engine/src/window/castlewindow.pas
$00000000004B0D5C OPENCORE, line 3171 of ../castle-engine/src/window/castlewindow.pas
$00000000004B11C1 OPEN, line 3209 of ../castle-engine/src/window/castlewindow.pas
$00000000004B1362 OPEN, line 3241 of ../castle-engine/src/window/castlewindow.pas
$00000000004B32CC OPENANDRUN, line 3764 of ../castle-engine/src/window/castlewindow.pas
$000000000040BB3B main, line 21 of decoherence_desktop.lpr
As far as I see, there is no file named UNKNOWN*
(with any case, upper or lower) in the repository, so the referenced file is just missing from the repository.
(Or do I need to run some utility to generate it? I have not found a mention of it in the README.)
I have not looked too deep in the code -- if you think this is caused by some Castle Game Engine bug, or it's something specific to Linux (it may be -- on a standard Linux filesystems, filenames are case-sensitive), then please let me know, I will debug it more:)
Subsequently, the loading seems to take forever, I look at the loading animation forever (I assume it's caused by the above bug).
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