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View Code? Open in Web Editor NEWA jump'n'run game.
License: GNU General Public License v2.0
A jump'n'run game.
License: GNU General Public License v2.0
At the moment, the blockdef IDs have to be ordered (from 0 to n). If they aren't, this will lead to problems, the game can show wrong textures or even segfault.
Steps to reproduce:
At the moment, the speed of all player actions depends on the framerate.
Higher framerate means higher speed of the player.
This should be made independent, maybe with a counter that does one player action each 50 msec, this is equivalent to 20 fps in the current implementation and should be possible for even slow computers.
New features:
File Structure (in zip file):
development: terminal application, write errors to stdout & file
release: standard application, write errors to file
On Linux, deprecated config keys are removed after a call to Config::write(), this should be also done on Windows.
Steps to reproduce:
At the moment, every 10ms a movement is done. This means, that for framerates over 100fps, there's a useless limitation and for framerates under 100fps, the movements aren't as fast as they should.
A better solution would be to measure the time since the last movement and calculate the step size depending on this.
At the moment, the background image size is limited to the maximum texture size of the operating system, graphics card, etc. (normally 4096x4096px)
To allow images with a bigger width, the texture & sprite should have the size of the screen and get updated from an sf::Image in memory.
The level format needs a cover, which allows to ship the level data together with the thumbnail, the background picture and all the other stuff in one file. Maybe zip or compressed tar is a good idea here (probably zip is better).
When this is done, there should be a good documentation on the format.
It seems that get_wstring() returns an empty string under windows, this should be fixed.
Use one sf::Sound for all items and add a play_itemsound(int id); function.
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