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sdl2

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MyreMylar
MyreMylar commented Jun 28, 2020

Currently the toggle_fullscreen() contain these lines:

This function only works under the UNIX X11 video driver. For most situations it is better to call pygame.display.set_mode() with new display flags.

This is no longer accurate as the function works on windows for sure (tested) and looking at the code likely works on mac and with other display drivers on linux too. I believe it is also

PungentZeus0
PungentZeus0 commented Sep 6, 2020

SuperTux version: 0.6.2-367-g9cd827faf

I remember in 0.5.1 you were able to change the sprite(s) of the checkpoints. However, I've noticed in 0.6.2 and above in nightly builds, the game gives no option to do so. Is this intentional? (To give context, I was going to re-add back in the old bell sprites used from 0.3.0 to 0.5.1 for a levelset I was making in the nightly builds.)

Thanks for

zx64
zx64 commented Dec 1, 2018

From the comment in SDL_filesystem.h:
Please call SDL_free() on the pointer when you are done with it

When building the project with MSVC, I ran into some debug heap asserts early into the program startup.
The culprit appears to be the code in m_config.c that does free(prefdir) as changing these to SDL_free(prefdir) resolved the issue.

I'm not sure what to do about `GetDefaultConfi

chack05
chack05 commented Oct 3, 2020

Suppose you have weapon A and B, A being equipped. Now you attempt to pick up weapon B. What happens is:

  • Weapons are switched, which is the best option since there is no dual wielding.
  • However, the drop/pickup code acts as if you now have two B weapons, turning the weapon on the floor into weapon A.

Basically, you have turned a B weapon into an A weapon.

EDIT: Reported for 0.9.1

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