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[Bug #1999] Pingus Crashes with segmentation fault, while bashing out of


From: Gervase Lam
Subject: [Bug #1999] Pingus Crashes with segmentation fault, while bashing out of right screen
Date: Wed, 18 Dec 2002 00:59:48 +0000

> =================== BUG #1999: FULL BUG SNAPSHOT ===================
> http://savannah.nongnu.org/bugs/?func=detailbug&bug_id=1999&group_id=2184
>
> Submitted by: None                      Project: Pingus
> Submitted on: 2002-Dec-16 15:36
> Category:  None                         Severity:  5 - Major
> Bug Group:  Crash Error                 Resolution:  None
> Assigned to:  None                      Status:  Open
> Release:  0.5.0                         Platform Version:  Linux
> Planned Release:  None
>
> Summary:  Pingus Crashes with segmentation fault, while bashing out of
> right screen
>
> Original Submission:  Entering any level, that has a bashable ground to
> it's right. Whenever i bash through and reach the end of the screen the
> program is aborted and throwing the lines: '<pingu-action time="1724"
> id="11" action="basher"/>
> EditorEvent::on_button_release: 0
> Segmentation fault'
>
> To the left, that's no problem. (I guess you're already working on
> it.)Neither to the down nor the up(although bashing up is pretty
> difficult, meaning impossible) Specific solution could be to put solids
> near the right screen edge, but that would not be too good, eh.
> Attaching one demo file, so you see, what i'm talking about.

Hmm.  Had a quick look around the code.  From what I can tell, this is a 
boundary problem and is applicable to all actions.  That is, "problems" 
should occur when a Pingu goes beyond the end of the screen.  For example, 
a Basher hitting the left side of the screen is a problem because no 
provision for it really exists.

Originally, I thought the level was put inside a large colmap, which meant 
there would have been no problems, or at least something else sorted out 
boundary conditions.

Off the top of my head, the "easiest" solution I can think of is to make 
the colmap slightly larger than the level and then put an appropriate 
GroundType around the boundaries.  Along the bottom of the level there 
could be GroundType::Nothing.  The bonus of having a large enough boundary 
along the bottom is that you will so Pingus fall off the bottom of the 
level rather than just disappear.

Along the side of the level, I'd prefer something similar to the original 
Lemmings.  Touch (i.e. "Fall off") the sides of the level and the Pingu 
dies.

In the original Lemmings, touching the top of the screen meant that the 
Pingu also died.  My preference would be to have nothing along the top of 
the screen.

For example, in desert1.xml, the top of the level is the sky.  In this 
instance, it would seem a bit stupid to me if a Bridger all of a sudden 
stopped because it hit the top of the screen.

But I'm not too sure how this affects playability considering you'll be 
able to have Pingus doing something off the level and therefore can't be 
seen.

Ingo, what's your opinion?

Thanks,
Gervase.



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