sdl2
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Some modules to start with:
- surface
- display
- draw
- color
- font
- rect
- event
- mask
- transform
How?
- Guide to how to contribute to an open source project on GitHub.
- See how other functions are using keyword arguments. See the [src_c/draw.c](https://github.com/pygame/pygame/
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This bug report was migrated from our old Bugzilla tracker.
These attachments are available in the static archive:
Reported in version: don't know
**Reported for operating system,
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Is your feature request related to a problem? Please describe.
When running the game in windowed mode there is no frame, which means the game cannot be moved around the screen easily.
Describe the solution you'd like
Window frame added when in Window mode. Mouse behaviour as below:
When 'in game' the mouse should be 'captured' from the OS, but when you're on the Menu screen after pre
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Apr 10, 2022 - C++
Chinese Version
This idea is about how there should be a configurable script that can be edited by the level designer (like the init-script for sectors) and activates when the player leaves the level (Presses "Abort Level"). I am aware this already exists in the worldmap editor, but if there was a version that could affect saved variables in the levels that would be great.
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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Loguru options?
Are you using the latest Dosbox-Staging Version?
- I have checked releases and am using the latest release.
Different version than latest?
0.78.0 release
What Operating System are you using?
Linux x86_64
Whats your question and how can we help?
dosbox-staging/dosbox-staging#1225
loguru looks great in terminal
great choice
which upstream source
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Jul 15, 2019 - C++
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
Move the files image.hpp
and image.cpp
from src/data
to src/base
, adapt all include statements in client code and update CMakeLists.txt
.
A few projects have been done or are in the works to replace the soundtracks for NRFTL and the Master Levels. The idea would be to have these levels have their own dedicated tracks that either default to regular tracks or can be written over with a WAD. This would be similar to how Episode 4 works in The Ultimate Doom, or how the repeat MIDIs work in Heretic.
This way, it would be possible to
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rct_ride_entry_vehicle.car_visual is an enumeration of the paint code used to paint the vehicle. "Car visual" does not speak to this reality. I think "PaintMode" or "DrawMode" is a better representation of this value.