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This function needs a unit test.
Guide to how to contribute to an open source project on GitHub.
Test stub: https://github.com/pygame/pygame/blob/main/test/display_test.py#L255-L274
Docs: https://www.pygame.org/docs/ref/display.html#pygame.display.gl_set_attribute
Code to be tested: https://github.com/pygame/pygame/bl
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(As this is an enhancement not a bug, I don't think i need to provide too much information.)
Although enemies in Super Mario don't have such animation either, as a more elegant platform game, it is better to add animations like kicking Tux when Tux collides them, because it can make the enemies more vivid.
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
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Several header files are including StringIds.h, which necessitates a near-full recompile of the source tree when a string is added. We should try to keep this inclusion to .cpp files only.
src/OpenLoco/Window.h:#include "Localisation/StringIds.h"
src/OpenLoco/Window.h: static constexpr widget_t makeWidget(Gfx::point_t origin, Gfx::ui_size_t size, widget_type type, uint8_t colour, uint3
Via playtesting, the compass arrows (#29) were ignored, likely because they are right at the edge and outside the player's attention. If they are moved slightly inwards, they may become more noticeable.
Games that have these arrows also tend to draw them closer to the player rather than near the edge; e.g.
- GTA 1 & 2
- Fire Fight
- Crazy Taxi
There are some references to wiki.libsdl.org in the SDL source code, clean these out and point them to https://github.com/libsdl-org/SDL/wiki instead.
This issue is a continuation of #776.
We are happy for new translators to join-in - leave a comment!
Right now, DOSBox Staging has its own, legacy, quirky translation system based on "language files". To test it, you need to obtain a language file from somewhere, copy it to DOSBox Staging config directory and set e.g.:
[dosbox]
language = fr_FR.lng
[autoexec]
keyb fr
The reasons why this header file lives outside of game_logic don't apply anymore. It would make things simpler if it was merged into the other "global" file.
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In our sister project I introduced the
_mphliteral for speeds OpenLoco/OpenLoco#736I'm almost definitely the underlying units are the same in OpenRCT2. Therefore we should bring in the same changes. First add the string literal code. Then find all of the velocity literals in the vehicle code.
Its quite easy to do just convert the literal to hex so
393216= `0x6000