* split files with multiple classes into multiple files with one class each
-* static vs anonymous namespace
+* Decide what to do with magic constants of objects (static vs anonymous namespace vs lisp property)
-* check the code with Valgrind
+* check the code with Valgrind and profilers
* use Vector in Physics for 'a' and 'v'
-* replace random generator with mersene twister and/or move to external/
-
-* write/finish scripts for include sorting and include guard checking that
- can be run automatically
+* replace random generator with mersenne twister and/or move to external/ (maybe use boost's random stuff)
* md5.hpp and random_generator.hpp could go to external/
-* write scripts to automatically check for:
+* write/finish scripts to automatically:
+
+ - make all includes relative to top level dir
- - all includes are relative to top level dir
+ - sort includes (.hpp file, then system includes, then other project files)
- - include guards are proper
+ - include guards proper and of the form HEADER_SUPERTUX_${PATH_TO_FILE}_HPP
TODO
====
+* implement a system that allows to attach comments to specific regions in a level
+
+* implement a tool to "screenshot" a complete level
+
* GameObject::RemoveListenerListEntry: Ughs, somebody trying to
implement a list class within in the GameObject?!
-* add --datadir DIR (data/) and --userdir DIR (~/.supertux/)
-
-* make gravity a constant
+* add --datadir DIR (data/) and --userdir DIR (~/.supertux/), allow multiple --datadir's
-* funky side effect of too much global variables: when having a
- savegame with large or firetux and then starting that game, Tux in
- the menu background will grow and be visible that way for a fraction
- of a second
+* make gravity constant
* rename Vector -> Vector2f
* get rid of global SDL_Screen* screen variable
-* identify all global variables and make them ugly (g_ or globals::)
-
-* get rid of SCREEN_WIDTH/SCREEN_HEIGHT
-
-* is version.h actually needed?
+* get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse, give them a proper name at least
* resolution menu entry moves the wrong way around
* having dictionary_manager in Lisp is extremely ugly
-* enforce proper naming of files to match their class
-
-* get rid of NDEBUG and conditional compilation, these should be
- reserved for a few tiny cases, not spread all over the code
+* enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so)
-* split particlesystem_interactive
-
-* Renderer::apply_config() needs to handle fullscreen switching
+* file naming is inconsistent: some times we use '_' to separate
+ words, sometimes we don't
-* collect all manager classe into globals.hpp
+* collect all manager classes into globals.hpp
* more moving directories around?
* implement PNG screenshot
-* GL_ARB_texture_non_power_of_two returns 1 on MatroxG450, while it
- returns "Missing" in glewinfo, something wrong
-
* having hitbox in Sprite is fugly
-* write decal object
+* write decal object that doesn't have hitbox
* implement surface and/or sprite scaling (MipMaps?)
* last line has been repeated X times
-* file naming is inconsistent: some times we use '_' to separate
- words, sometimes we don't
-
-* implement: http://standards.freedesktop.org/menu-spec/menu-spec-latest.html
+* implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html
* workaround for Ubuntu pulseaudio/OpenAL brokeness:
* peaking left/right should make Tux look into that direction (up/down to, needs new sprites)
-* add pipe graphics that makes a 90 degree turn
+* cleanup scripting interface
-* keep possible future SDL1.3 upgrade in mind
+* replace cloud tiles with decals
-* cleanup scripting interface
+* option menu has text overlap in "aspect ratio"
+
+* jumping up from an enemy doesn't make a sound?
+
+* add support for automatic scrolling backgrounds
-* remove cloud tiles, replace with decal
+* add direct reading of Vector2f to Reader/lisp
+* replace bell with 'reset block', that starts to glow once bumped
+ into (or something different)
-Subversion->Git/Mercurial/Bzr Move
-==================================
+* refactor Camera code, break ugly long functions into pieces and such
-* right now a switch doesn't seem to be worth it
+* allow fully custom magnification levels from command line (maybe GUI
+ to if there is a proper/easy way to let the user enter numbers)
+ (--magnification or -g WIDTHxHEIGHT:ASPECTX:ASPECTY@MAGNIFICATION)
-* core issue right now isn't SVN, but old SVN version on lethargik.org
- (lacks merge tracking and issues with viewvc)
+* use AnchorPoint in Background instead of Alignment
-* cleanup SVN to make import into other version control systems possible:
+* allow gradients to parallax scroll like Background (make it optional)
- - Should we merge trunk/supertux-milestone1 and trunk/supertux when switching to Git/Hg/...?
+* add multicolored gradients (see Windstille source code, which can deal with Gimp gradients)
-Mistakes: incorrect branch creation: r5201-5207
+* fix alpha blending in the SDL renderer, currently all sprites (Tux,
+ etc.) appear transparent
-tags/start # unknown
-tags/supertux # unknown
-tags/supertux_0_1_0
-tags/supertux_0_1_1
-tags/supertux_0_1_2
-tags/supertux_0_1_3
+* position of statistics text on the worldmap doesn't scale properly with resolution it seems
-branches/cobble # unknown
-branches/milestone1 # unknown
-branches/new-collision-detection # unknown
-branches/README # documentation that will be lost in conversion
-branches/supertux # unknown
-branches/supertux_0_1_1_branch
-branches/supertux-box2d # mathnerd (trash)
-branches/supertux-editor-newdrawing # editor
-branches/supertux-editor-newdrawing2 # editor
-branches/supertux-milestone1-olpc # supertux-milestone1
-branches/supertux-milestone2-grumbel # supertux
-branches/supertux-nogl # supertux(?)
-branches/supertux-sharp # another supertux editor
-branches/unison-video # ???
-branches/vendor # ??? CVS crap
+* gluBuild2DMipmaps leads to blurriness, maybe lack of magic offset
+ (0.375f, 0.375f, 0.0f) or something else
-trunk/cobble # some editor?
-trunk/CVSROOT # ??? CVS crap
-trunk/htdocs # htdocs
-trunk/jnrcol
-trunk/media
-trunk/SDL_tty
-trunk/setup2x
-trunk/supertux
-trunk/supertux-editor
-trunk/supertux-milestone1
-trunk/supertux-portable
-trunk/supertux-sharp
-trunk/wiz-test
+* font system has blending artifacts at non-1x magnifications, need to
+ have an transparent pixel between letters
+* add a (border #t) flag to fonts, that allows to use fonts which have
+ a 1px transparent border around glyphs, which is needed to get rid
+ of blending artifacts in OpenGL
-Potential Git Issues
-====================
+* mouse cursor has blend artifact on high magnification
-* lack of sparse/narrow/shallow checkout, this means initial checkout
- will be 200MB instead of 100MB
+* shadow font glyphs bleed into other glyphs
-* no free hoster that allows >1GB repositories (haven't checked all,
- but those I did came out way short) -> could use lethargik.org
+* in DrawingRequest "void* request_data;" is only free'ed, but the
+ destructor never gets called
-* some free hosters that might allow >1GB repositories don't allow
- having multiple repositories
+* sprite/sprite.cpp: frame should never get out of range:
-* git submodule doesn't seem to be quite ready to replace our
- trunk/supertux, trunk/supertux-editor, trunk/media/, ... layout as
- it for example doesn't support automatic tracking of HEAD from the
- remote repositories, it also feels rather hacky and not properly
- integrated into git
+ if((int)frame >= get_frames() || (int)frame < 0)
+ log_warning << "frame out of range: " << (int)frame << "/" << get_frames() << " at " << get_name() << "/" << get_action() << std::endl;
-* lack of metadata versioning, if you delete a branch in git that you
- haven't merged, then its gone after the next gc/repack (+ two weeks
- time limit it seems), in SVN on the other side you can checkout the
- way the tree was at a specific date, its impossible to lose history
- unless you hack the repository
+* Surface::hflip() is used exactly once, should probally be part of the constructor
+\f
+Scenegraph and Physics Engine Restructuring
+===========================================
+* random idea to restructure engine stuff (might lead to nicer code
+ and easier scriptability (and a need to rewrite lots of stuff...):
+
+class SomeBadGuy : public PhysicsCallbackListener // or use boost::function
+{
+private:
+ PhysicsPtr box;
+ SpritePtr sprite;
+
+public:
+ SomeBadGuy(Engine& engine)
+ {
+ box = engine.physics().create_box(Rectf(0,0,32,32));
+ box->register_listener(this);
+ sprite = engine.graphics().create_and_add_sprite("Foobar");
+ }
+
+ void update(float delta)
+ {
+ // not much to do, as most stuff is done internally in the engine
+ if (dead)
+ {
+ sprite->replace_with("Foobar_dead");
+ }
+ else
+ {
+ sprite->hide();
+ sprite->set_pos(box->get_pos());
+ }
+ }
+
+ // no more draw(), done by the scene graph
+
+ void on_collision(CollisionData data)
+ {
+ // respond
+ }
+};
Random Notes
============
-* calculate the size of an background image:
+* calculate the size of an background image that should fill the screen:
+
+ image_size = (1 - parallax_speed) * screen_size + level_size * parallax_speed
+
+def calc(parallax, screen, tiles):
+ return (1 - parallax) * screen + parallax * tiles * 32
+
+\f
+Supported Resolutions
+=====================
+
+SuperTux shall support resolutions from 640x480 to 1280x800 at a magnification of 1x.
+For resolutions higher, such as 2560x1600, upscaling will be used.
+For resolutions smaller, like 320x240 downscaling will be used.
+
+Higher resolution graphics for 2x maginification might be provided.
+Lower res graphics for 0.5x maginification might be provided as well.
+
+Resolution and magnification can be freely configured by the user within the given limits.
+
+In tiles this means we have 40x25 (=1280x800px) tiles per screen.
+\f
+Graphic Tasks
+=============
+
+* animate cave background torch: data/images/tiles/background/backgroundtile3.png
+
+* do parallax tiles
+
+* remove lightmap tiles
+
+* redraw/replace data/images/tiles/waterfall/
+\f
+Music Recode
+============
- (parallax - 1) * screen_size + level_size
- ----------------------------------------- = image_size
- parallax
+Currently the music makes up a large chunk of the total tarball
+size. Compression could fix this:
-* how to calculate the exact position of a background image so that it
- looks correct on different magnifications?
+ ,-- Size of data/music/*.ogg
+ V
+40MB - Current quality in SVN
+24MB - Default oggenc quality (3)
+14MB - oggenc at 0 quality
+10MB - oggenc at -1 quality
+No audible difference on my sound setup. -- grumbel
+\f
# EOF #