lds a écrit :

Hi!
I found the bug in the sky.. a SDL_FreeSurface(sky) was called at the end of a game, and not reloaded when begining the next game. So, the dirty fix I did is to not free the sky at all :p -> I send a bug on gna for this.
Why not reload it when beginning a new game, is it so difficult ?

For the 'translation' xml flag, I tried to make it work as it was working in clanlib, but there is a problem with scaling/flipping function, as they don't work the same way in clanlib and sdlgfx... Most of wormux code have been adaptated to sdlgfx way, which make it impossible to find write a perfect function to do translations. So, I think we should do a copy and paste from clanlib's translations functions, and then modify wormux to use Scale as it was in clanlib...
La suite en français pour etre sur de ce comprendre... Quand tu parles de "translations", tu parles de translations "géométriques" ou de traductions linguistique ?

++
Matt

Lodesi

Le Mardi 13 Décembre 2005 01:18, Matthieu Fertré a écrit :
Hi,

I have another problems here. Translations doesn't work but this is not
the main problem.
Let's see on an example,
- I run Wormux
- I press Play
- I play ... then press Escape, then yes to quit
- I arrive to main menu, the texts are correctly placed but the images
of the buttons are misplaced in Y, correctly placed in X. A problem of
camera ?
- then I press again Play, I can play, but the screen seems to use only
one buffer, not clearing it at each frame. At the beginning, I can the
main menu in the background, then It is invisible due to wind particles
that are added and added...

Matt

lds a écrit :
Hi!
It seems like the bug comes from the option menu.

#3  0x08061f81 in Box::Draw (this=0x1e, mouse_x=519, mouse_y=737) at
gui/box.cpp:54
The adress of the box is wrong. I have added some "assert" in the box
class, which shows that a NULL Widget* is in the stdlist (mysteriously
added...).

As for the Sprite class, i get the highlight of the main menu button
displayed at a random position after a game. I can see this since i added
support of the "translation" xml option to the sprite class. It's like
the translation variable aren't initialised.. but they are initialised!!

Can you see this as well? Any idea where it comes from?
I fear some memory is corrupted somewhere in the code, and bugs appear in
other parts... valgrind nor gdb have been able to tell something useful..

Lodesi

Le Samedi 10 Décembre 2005 19:15, Matthieu Fertré a écrit :
Hello,

It seems that there is a bug in class Sprite. Here is the trace :

Couldn't open audio:
[Sound] Error : No sound found for sample menu/clic

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1217472832 (LWP 11038)]
0xb7f1d4e5 in rotozoomSurfaceXY (src=0x8dd0298, angle=-0,
zoomx=-6.8654969628226121, zoomy=0.9375, smooth=0) at SDL_rotozoom.c:630
630         is32bit = (src->format->BitsPerPixel == 32);
Current language:  auto; currently c
(gdb) bt
#0  0xb7f1d4e5 in rotozoomSurfaceXY (src=0x8dd0298, angle=-0,
zoomx=-6.8654969628226121, zoomy=0.9375, smooth=0) at SDL_rotozoom.c:630
#1  0x080754d8 in Sprite::Blit (this=0x8debc38, dest=0x81c7280,
pos_x=512, pos_y=718) at graphic/sprite.cpp:531
#2  0x0807576b in Sprite::Draw (this=0x8debc38, pos_x=512, pos_y=718) at
graphic/sprite.cpp:643
#3  0x08061f81 in Box::Draw (this=0x1e, mouse_x=519, mouse_y=737) at
gui/box.cpp:54
#4  0x0808295d in OptionMenu::Lance (this=0x8dd0210) at
menu/options_menu.cpp:446
#5  0x0804fcff in AppWormux::main (this=0x8113fd8, argc=1,
argv=0xbfe45c24) at main.cpp:250
#6  0x0804febe in main (argc=1, argv=0xbfe45c24) at main.cpp:285
(gdb)


The bug appears (but not always) when mouse goes over the ok button of
the options menu.

Matt


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