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voltair's Introduction

VoltAir Version 1.0

VoltAir is a full 2D game built on top of Qt Quick and Liquidfun.

Please visit the landing page for more information about this product.

Please visit the Design page for information about its design.

Please visit the Documentation page for source code documentation.

Please visit the Contributing page for information about how to contribute.

voltair's People

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voltair's Issues

QML in design mode not working with QTCreator

Hello everyone,

First nice thanks for this awesome project.
I have tried top open this project using QTCreator. I followed the wiki on QT installation.
I use QTCreator version 5.4.1.

The project opens fine and i could select my kits with success.
I can edit the QML code also.
But when i try to open the QML in design mode i get the following error in the terminal :

Qt/Tools/QtCreator/share/qtcreator/qmldesigner/statesEditorQmlSources/StatesDelegate.qml:125:9: QML Image: Failed to get image from provider: image://qmldesigner_stateseditor/baseState-4
Qt/Tools/QtCreator/share/qtcreator/qmldesigner/statesEditorQmlSources/StatesDelegate.qml:125:9: QML Image: Failed to get image from provider: image://qmldesigner_stateseditor/1-5

and a few more messages like that.

The designer just open a grey page. That is the same for all QML in the project.
I use Ubuntu and don't have windows. I can still try to virtualize one to test but wanted your feedback.

Anyone encountered the same error please ?

Thanks a lot
Siddique

iOS

That would be nice to see.

Security Policy violation Binary Artifacts

This issue was automatically created by Allstar.

Security Policy Violation
Project is out of compliance with Binary Artifacts policy: binaries present in source code

Rule Description
Binary Artifacts are an increased security risk in your repository. Binary artifacts cannot be reviewed, allowing the introduction of possibly obsolete or maliciously subverted executables. For more information see the Security Scorecards Documentation for Binary Artifacts.

Remediation Steps
To remediate, remove the generated executable artifacts from the repository.

Artifacts Found

  • PlayServices/libs/google-play-services.jar

Additional Information
This policy is drawn from Security Scorecards, which is a tool that scores a project's adherence to security best practices. You may wish to run a Scorecards scan directly on this repository for more details.


Allstar has been installed on all Google managed GitHub orgs. Policies are gradually being rolled out and enforced by the GOSST and OSPO teams. Learn more at http://go/allstar

This issue will auto resolve when the policy is in compliance.

Issue created by Allstar. See https://github.com/ossf/allstar/ for more information. For questions specific to the repository, please contact the owner or maintainer.

can't be installed

i'm putting this here since i can't write a review on play store.
best guess, this can only be installed on devices in US.

this game/demo is a complete failure and the worst thing is that it's all probably because of a stupid mistake in deployment/launch.

i have a nexus 5/kitkat (and 2 other android devices) and i can't install this game from play store:
"This app is incompatible with all of your devices."

looking at video it looks awesome and especially interesting since it uses Qt.

Guidance for Linux packaging

Hi there,

I'm looking at packaging VoltAir for Mageia. I already packaged LiquidFun and patched the VoltAir qmake files to use the system LiquidFun library.

Now I would like to put the main binary in /usr/games and the game data (DEPLOYMENTFOLDERS) in /usr/share/games/voltair, following Mageia's flavour of the FHS for games. I think it can be achieved easily with a small patch to the deployment.pri [1] file, but I'm not fluent enough in qmake for this, could you give me some guidance? (or even better, add support for user definition of the game binary dir and game data dir).

Thanks!

As a side note, it seems the defined ( LIQUIDFUN ) instruction here [2] does not work, because if I define LIQUIDFUN as an environment variable, LIQUIDFUN_DIR is still set to the in-tree path (even though I can let qmake print the LIQUIDFUN variable).

[1] https://github.com/google/VoltAir/blob/develop/VoltAir/deployment.pri
[2] https://github.com/google/VoltAir/blob/develop/VoltAir/VoltAir.pro#L26-L31

Level coordinates

Hi,

I've been digging in VolAir code and trying to understand the coordinated defined in the levels.
As i read in the FAQ it seems the level editor is and will not be released which is understandable.
My question is with the Multiplayer level. I choosed it because it fill the camera.

I simplified the level with the simple background here :

Level {
    cameraBoundary: Qt.rect(0.21014, -24.2574, 20.7089, 11.6926)
    completionThreshold: 25
    fileName: "arena2"
    fillCamera: true
    parallaxOrigin.x: 11.220729
    parallaxOrigin.y: -19.160648
    Polygon {
        body.active: false
        body.vertices: [[-12.1123, 12.0156], [12.1731, 12.0156], [12.1731, -1.70233], [-12.1123, -1.70233]] 
        objectName: "actor39986"
        property alias image: graphic0
        x: 10.592566
        y: -23.612015
        z: -10
        ImageRenderer {
            cacheRenderParams: actor39986.body.bodyType === Body.StaticBody
            id: graphic0
            sizeScale: 23.742374
            source: Util.getPathToImage("background_mp/bg_mp1_flat.jpg")
        }
    }

}

From the Box2D documentation when positionning a Body (Polygon here) we always define its center.
From the source code CameraBoundary is also defined as world coordinates.
Even armed with that i cannot understand how Polygon ( x: 10.59256, y: -23.612015) is on the center.

Could someone maybe explain this process slowly and nicely for me please ? :)

Thank you

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