diff --git a/client/gameplay_scenes/world_characters.cpp b/client/gameplay_scenes/world_characters.cpp index 74fc3bc..20ebd5c 100644 --- a/client/gameplay_scenes/world_characters.cpp +++ b/client/gameplay_scenes/world_characters.cpp @@ -223,6 +223,7 @@ std::list World::GenerateCollisionGrid(Entity* ptr, int tileWidth, //inner loop wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y); while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) { + //BUG: #45 this is the culprit; it's pulling regions into existance //check to see if this tile is solid if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) { //push onto the box set diff --git a/client/gameplay_scenes/world_logic.cpp b/client/gameplay_scenes/world_logic.cpp index b09597f..05b7789 100644 --- a/client/gameplay_scenes/world_logic.cpp +++ b/client/gameplay_scenes/world_logic.cpp @@ -241,6 +241,12 @@ void World::KeyDown(SDL_KeyboardEvent const& event) { //TODO: (3) the escape key should actually control menus and stuff SendLogoutRequest(); return; + + case SDLK_SPACE: + //DEBUG: testing bug #45 + //reset the map + regionPager.UnloadAll(); + return; } //character movement diff --git a/client/gameplay_scenes/world_map.cpp b/client/gameplay_scenes/world_map.cpp index d2651fe..f023ea8 100644 --- a/client/gameplay_scenes/world_map.cpp +++ b/client/gameplay_scenes/world_map.cpp @@ -29,12 +29,13 @@ //static functions //------------------------- +//TODO: proper checksum static int regionChecksum(Region* const region) { int sum = 0; for(int i = 0; i < REGION_WIDTH; i++) { for (int j = 0; j < REGION_HEIGHT; j++) { for (int k = 0; k < REGION_DEPTH; k++) { - sum += region->GetTile(i, j, k); + sum |= region->GetTile(i, j, k); } } } diff --git a/client/menu_scenes/splash_screen.cpp b/client/menu_scenes/splash_screen.cpp index 48f08aa..fbadeb6 100644 --- a/client/menu_scenes/splash_screen.cpp +++ b/client/menu_scenes/splash_screen.cpp @@ -51,6 +51,7 @@ SplashScreen::~SplashScreen() { //------------------------- void SplashScreen::FrameStart() { + //TODO: config flag to change the delay if (std::chrono::steady_clock::now() - startTick > std::chrono::duration(3)) { SetSceneSignal(SceneSignal::MAINMENU); }