sonicmax / bloodrogue Goto Github PK
View Code? Open in Web Editor NEWRoguelike for Android. (In development)
Roguelike for Android. (In development)
Ideally this class would just contain the instructions for generating different types of terrain, and all the generation code would be contained in other classes (see: the CellularAutomata/PoissonDiskSampler classes). Good place to start would be decoupling the maze generation code from the corridor generation
The GameObject class will become extremely bloated and unwieldy by the time all of the gameplay features have been implemented - it would be much better to separate the object behaviour from the base class and plug in components when we need them. (the difficulty is that the whole engine is written around GameObject and it would take a lot of effort to implement)
10-25 19:36:20.019 8539-8582/com.sonicmax.bloodrogue A/libc: Fatal signal 11 (SIGSEGV), code 2, fault addr 0xa4915000 in tid 8582 (GLThread 370) 10-25 19:36:20.121 1145-1145/? I/DEBUG: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 10-25 19:36:20.122 1145-1145/? I/DEBUG: Build fingerprint: 'Android/sdk_phone_x86/generic_x86:5.1.1/LMY48X/4174727:userdebug/test-keys' 10-25 19:36:20.122 1145-1145/? I/DEBUG: Revision: '0' 10-25 19:36:20.122 1145-1145/? I/DEBUG: ABI: 'x86' 10-25 19:36:20.122 1145-1145/? I/DEBUG: pid: 8539, tid: 8582, name: GLThread 370 >>> com.sonicmax.bloodrogue <<< 10-25 19:36:20.122 1145-1145/? I/DEBUG: signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0xa4915000 10-25 19:36:20.123 1145-1145/? I/DEBUG: eax a4904050 ebx abe8a92c ecx 00010fc0 edx a3c0cc82 10-25 19:36:20.124 1145-1145/? I/DEBUG: esi 00001406 edi 00000010 10-25 19:36:20.124 1145-1145/? I/DEBUG: xcs 00000073 xds 0000007b xes 0000007b xfs 0000006f xss 0000007b 10-25 19:36:20.124 1145-1145/? I/DEBUG: eip b74850be ebp a4904050 esp a4c4d938 flags 00210287 10-25 19:36:20.124 1145-1145/? I/DEBUG: backtrace: 10-25 19:36:20.124 1145-1145/? I/DEBUG: #00 pc 000170be /system/lib/libc.so (memcpy+46) 10-25 19:36:20.124 1145-1145/? I/DEBUG: #01 pc 0006a4e8 /system/lib/libGLESv2_enc.so (glUtilsPackPointerData+88) 10-25 19:36:20.124 1145-1145/? I/DEBUG: #02 pc 00044010 /system/lib/libGLESv2_enc.so 10-25 19:36:20.124 1145-1145/? I/DEBUG: #03 pc 0002153a /system/lib/libGLESv2_enc.so (GL2Encoder::sendVertexAttributes(int, int, bool, int)+1050) 10-25 19:36:20.124 1145-1145/? I/DEBUG: #04 pc 00021de7 /system/lib/libGLESv2_enc.so (GL2Encoder::s_glDrawElements(void*, unsigned int, int, unsigned int, void const*)+855) 10-25 19:36:20.124 1145-1145/? I/DEBUG: #05 pc 0000d5a1 /system/lib/egl/libGLESv2_emulation.so (glDrawElements+81) 10-25 19:36:20.124 1145-1145/? I/DEBUG: #06 pc 00092a21 /system/lib/libandroid_runtime.so 10-25 19:36:20.124 1145-1145/? I/DEBUG: #07 pc 00acd01a /data/dalvik-cache/x86/system@[email protected] 10-25 19:36:20.124 1145-1145/? I/DEBUG: #08 pc 00100c07 [stack:8582]
Presumably caused by the call to GLES20.glDrawElements() but it only seems to happen in the emulator (so far). Also doesn't happen consistently - maybe 1/10 launches
Specifically how to handle cases when a new floor is loaded before the transition out from the old floor is complete. The previous method was causing lockups in certain situations (not good lolz)
Probably need some kind of queue/stack to handle scene changes
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