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Bug
13388
:
kasteroids collision detection
P
roduct
:
kasteroids
Co
m
ponent
:
general
Status
:
RESOLVED
Resolution
:
FIXED
Target
:
---
Version
:
unspecified
Pr
i
ority
:
NOR
Severity
:
normal
V
otes
:
0
Description
:
Opened:
2000-10-23 21:33
Last Changed:
2006-04-02 23:17:21
(*** This bug was imported into bugs.kde.org ***) Package: kasteroid Version: kde 2.0 (compiled from cvs) Severity: normal I am running kasteroids on a PII 333 with 128 MB and even if I don\'t use any applications except kasteroids it happens quite often that a shot moves through the asteroid without destroying it :-( Is that a bug or a feature? IMHO it is a bug. Nevertheless great game!!! (submitted via bugs.kde.org)
Comment
#1
Datschge 2003-07-29 16:58:51
I was unable to reproduce your described behavior in both the latest KDE release and a recent KDE CVS Head version. Due to the age of this report I'm assuming that the bug already has been resolved. If you happen to be still able to reproduce this bug with the latest KDE version reopen this report and describe how others can reproduce it. Thanks for your cooperation. [dg]
Comment
#2
Datschge 2003-12-12 01:41:10
Reopened on reporter's request.
Comment
#3
Rainer Endres 2003-12-22 12:51:19
I tried for half an hour, but I can not reproduce this. MfG Rainer
Comment
#4
Marco Krohn 2003-12-22 13:05:41
Subject: Re: kasteroids collision detection It's very hard to see it. In most cases I sit in the middle of the screen and when a small asteroid flies towards you and is very close such that you are in a position that you can't miss it then it sometimes happens that the bullet flies straight through the asteroid. Being killed in such a situation is how I detected it first. I once discussed this bug with Phillip Siegert (siegert AT pp-services dot de) and was also able to reproduce this bug: "du hast Recht, manchmal gehen die Sch
Comment
#5
Mathieu Jobin 2004-05-13 06:31:35
i love that game, i never had anyproblem is it still valid ?
Comment
#6
Hans R Battenfeld 2005-02-14 20:50:02
"Collision Detection" problem confirmed in version 2.3. How to produce bug (and this is a bug, as it is unnecessarily violates laws of physics.) (Set X-Resolution to 640x480), so you can see better) In Level 1 keep shooting at the fastest traveling asteroids. When there is 1 small asteroid left (it should be moving pretty slow, otherwise try again until you get one nearly "hanging" there), navigate tip of spaceship as close as possible to asteroid. If the asteroid is only a couple of pixels away the shots WILL go through. But you don't have to go through all this. If you fire while standing still, you will notice that shots appear a little distance (a little bit more than diameter of a small asteroid :-) ) from the tip of the ship. This is the problem. Solutions: 1. Make spaceship a little longer in the front. 2. Start rendering shots closer to the ship. hrbattenfeld (at) gmx (dot) de P.S. Another possibly related bug is that sometimes, small asteroids can get INSIDE your shield (this happens sometimes when you take a big one full frontal w/shields), and will destroy your ship immediately after you deactivate the shield. Solution: if shield activated, collisions with spaceship (not only shield) destroy asteroids. I love this game. But I can't get passed 200.000 points, as I LOVE the level 15 close encounters (DOOM-Chainsaw-style) with asteroids and eventually get killed by the bug. But maybe it is a feature to keep us from playing to long...
Comment
#7
Henry Malthus 2006-01-14 08:59:58
Created an attachment (id=14249)
[details]
proposed patch to fix this bug The number 10 (in the patch) is pretty arbitrary, but it appears to give good results, with both it looking and working properly. Patch applies to 3.5 branch.
Comment
#8
Albert Astals Cid 2006-04-02 23:17:21
SVN commit 525759 by aacid: Place the missile closer to the ship so it does not goes thorugh very closer asteroids Thanks Henry Malthus for the patch BUGS: 13388 M +2 -2 view.cpp --- branches/KDE/3.5/kdegames/kasteroids/view.cpp #525758:525759 @@ -739,8 +739,8 @@ if ( !shootDelay && (int)missiles.count() < mShootCount + 2 ) { KMissile *missile = new KMissile( animation[ID_MISSILE], &field ); - missile->move( 21+ship->x()+cosangle*21, - 21+ship->y()+sinangle*21, 0 ); + missile->move( 21+ship->x()+cosangle*10, + 21+ship->y()+sinangle*10, 0 ); missile->setVelocity( shipDx + cosangle*MISSILE_SPEED, shipDy + sinangle*MISSILE_SPEED ); missile->show( );
P
latform
:
unspecified
O
S
:
other
K
eywords
:
U
RL
:
People
Reporter
:
Assigned To
:
Martin R Jones
CC
:
somekool somekool net
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Attachments
proposed patch to fix this bug
(744 bytes, patch)
2006-01-14 08:59
,
Henry Malthus
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