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derpy's Issues
TMX Coordinate System
The coordinate system from the TMX files appears to be upside down and backwards. It requires some mathematical gymnastics to get objects positioned properly between physics and the rendering engine.
As an example,
//\Note: these need converted by /32?
//HACK!! flipping due to coordinate issues
float x, y, width, height;
x = rectPtr->getX() / 64.f - 1;
y = rectPtr->getY() / 64.f - 1;
width = rectPtr->getW() / 64.f;
height = rectPtr->getH() / 64.f;
This code is required as part of the map_physics demonstration in order to have the physics debug rectangles actually appear where they are supposed to be. The TMX parser should take care of these issues and not require the application to handle it. A standard definition of coordinate systems would make this easier.
Physics
There is currently no wrapper for the functionality of physics. Users are required to work with box2d directly. The physics engine should be encapsulated in a way to insulate users from the small details.
Array Bound Errors
There are several places in the code where array bounds are violated. These violations were picked up in a debug Windows build. The code needs checked for more of this type of issue.
The engine is difficult to use
Currently there is no concept of a "game object" that multiple systems can work with and that scripting can interact with. In order to make the engine useful to other people, the engine will need a generic object that can be drawn, have scripts, and interact with physics and audio.
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