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fixed buffer overflow seg fault crash causing bug

1 parent c158d90 commit f89db289acff29ad5ddf8482c5abf0f65b27d2e3 @t3dw committed Dec 2, 2017
Showing with 13 additions and 19 deletions.
  1. +12 −12 export.cfg
  2. +0 −6 scripts/lvl_1.gd
  3. +1 −1 scripts/player.gd
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@@ -274,37 +274,37 @@ html/controls_enabled=true
html/font_family="arial,sans-serif"
html/head_include=""
html/style_include=""
-html/title=""
-options/memory_size=3
+html/title="Lazonyx"
+options/memory_size=4
[platform:Linux X11]
-binary/64_bits=true
+binary/64_bits=false
custom_binary/debug=""
custom_binary/release=""
-debug/debugging_enabled=true
+debug/debugging_enabled=false
resources/bundle_dependencies_(for_optical_disc)=false
-resources/pack_mode=1
+resources/pack_mode=0
[platform:Mac OSX]
application/bits_mode=0
application/copyright=""
application/icon=""
-application/identifier="org.godotengine.macgame"
-application/info="Made with Godot Engine"
-application/name=""
-application/short_version="1.0"
+application/identifier="com.liquidneoninteractive"
+application/info="Created by Liquid Neon Games"
+application/name="Lazonyx"
+application/short_version="0.1"
application/signature="godotmacgame"
-application/version="1.0"
+application/version="0.1"
custom_package/debug=""
custom_package/release=""
-debug/debugging_enabled=true
+debug/debugging_enabled=false
display/high_res=false
[platform:Windows Desktop]
-binary/64_bits=false
+binary/64_bits=true
custom_binary/debug=""
custom_binary/release=""
debug/debugging_enabled=false
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@@ -40,8 +40,6 @@ var time_to_spawn_enemy = 1.0
var number_of_enemies = 0
var current_score = 0
var top_score = 0
-# array of objects for laser to ignore
-var laser_ignore_objects = [player]
var music_voice_id
@@ -142,15 +140,13 @@ func spawn_ammo_pickup():
var pickup_spawn_location = ammo_pickup_spawner.get_random_location()
var new_ammo_pickup = file_manager.AMMO_PICKUP_PREFAB.instance()
new_ammo_pickup.set_global_pos(pickup_spawn_location)
- laser_ignore_objects.append(new_ammo_pickup)
add_child(new_ammo_pickup)
func spawn_orb(position,velocity):
var new_orb = file_manager.ORB_PREFAB.instance()
new_orb.set_pos(position)
new_orb.set_linear_velocity(velocity)
new_orb.connect("entered_goal", self, "_orb_entered_goal")
- laser_ignore_objects.append(new_orb)
add_child(new_orb)
func player_hit_enemy(enemy):
@@ -179,8 +175,6 @@ func _orb_entered_goal(orb, goal):
hud.set_current_score(current_score)
hud.set_level(current_level)
- # remove this orb from the laser ignore array
- laser_ignore_objects.remove(laser_ignore_objects.find(orb))
# remove orb from scene
orb.queue_free()
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@@ -50,7 +50,7 @@ func shoot():
raytrace_end_point *= (LASER_MAX_LENGTH / raytrace_length)
raytrace_end_point = body.get_global_pos() + raytrace_end_point
var laser_end_point = raytrace_end_point
- var result = space_state.intersect_ray( body.get_global_pos(), raytrace_end_point, get_parent().laser_ignore_objects)
+ var result = space_state.intersect_ray( body.get_global_pos(), raytrace_end_point)
# deal with left and right movement
if (not result.empty()):

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