4 This is a list of tasks and issues that might be worth to implement or
5 fix. This list is however not an authorative list of things that must
6 be done, its a collection of random things that pop up during
7 development, therefore not everything in here might be well thought
8 out or worth to implement. Use your brain before implementing anything
9 on this list and always think about how useful a new feature would be
10 in the context of the whole game or if a potential performance
11 enhanchment, actually enhanchmes anything at all.
16 * remove overuse of multi-inheritance
18 * remove overuse of friend'ship
20 * maybe mark interfaces as interfaces (ISerializable or SerializableInterface)
22 * split files with multiple classes into multiple files with one class each
24 * Decide what to do with magic constants of objects (static vs anonymous namespace vs lisp property)
26 * check the code with Valgrind and profilers
28 * use Vector in Physics for 'a' and 'v'
30 * replace random generator with C++11 stuff
32 * md5.hpp and random_generator.hpp could go to external/
34 * write/finish scripts to automatically:
36 - make all includes relative to top level dir
38 - sort includes (.hpp file, then system includes, then other project files)
40 - include guards proper and of the form HEADER_SUPERTUX_${PATH_TO_FILE}_HPP
42 - remove trailing whitespace
47 * implement a system that allows to attach comments to specific regions in a level
49 * implement a tool to "screenshot" a complete level
51 * GameObject::RemoveListenerListEntry: Ughs, somebody trying to
52 implement a list class within in the GameObject?!
54 * make gravity constant
56 * rename Vector -> Vector2f
58 * get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse, give them a proper name at least
60 * resolution menu entry moves the wrong way around
62 * having dictionary_manager in Lisp is extremely ugly
64 * enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so)
66 * file naming is inconsistent: some times we use '_' to separate
67 words, sometimes we don't
69 * more moving directories around?
82 for generic squirrel code
87 for scripting wrapper code
91 * implement PNG screenshot
93 * having hitbox in Sprite is fugly
95 * add code that compares the last Log line with the current, if they
96 are the same reject them and just output something like:
98 * last line has been repeated X times
100 * implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html
102 * peaking up/down doesn't work properly
104 * peaking left/right should make Tux look into that direction (up/down to, needs new sprites)
106 * cleanup scripting interface
108 * replace cloud tiles with decals
110 * add support for automatic scrolling backgrounds
112 * add direct reading of Vector2f to Reader/lisp
114 * refactor Camera code, break ugly long functions into pieces and such
116 * allow fully custom magnification levels from command line (maybe GUI
117 to if there is a proper/easy way to let the user enter numbers)
118 (--magnification or -g WIDTHxHEIGHT:ASPECTX:ASPECTY@MAGNIFICATION)
120 * use AnchorPoint in Background instead of Alignment
122 * allow gradients to parallax scroll like Background (make it optional)
124 * add multicolored gradients (see Windstille source code, which can deal with Gimp gradients)
126 * fix alpha blending in the SDL renderer, currently all sprites (Tux,
127 etc.) appear transparent
129 * shadow font glyphs bleed into other glyphs
131 * sprite/sprite.cpp: frame should never get out of range:
133 if((int)frame >= get_frames() || (int)frame < 0)
134 log_warning << "frame out of range: " << (int)frame << "/" << get_frames() << " at " << get_name() << "/" << get_action() << std::endl;
136 * Surface::hflip() is used exactly once, should probally be part of the constructor
138 Scenegraph and Physics Engine Restructuring
139 ===========================================
141 * random idea to restructure engine stuff (might lead to nicer code
142 and easier scriptability (and a need to rewrite lots of stuff...):
144 class SomeBadGuy : public PhysicsCallbackListener // or use boost::function
151 SomeBadGuy(Engine& engine)
153 box = engine.physics().create_box(Rectf(0,0,32,32));
154 box->register_listener(this);
155 sprite = engine.graphics().create_and_add_sprite("Foobar");
158 void update(float delta)
160 // not much to do, as most stuff is done internally in the engine
163 sprite->replace_with("Foobar_dead");
168 sprite->set_pos(box->get_pos());
172 // no more draw(), done by the scene graph
174 void on_collision(CollisionData data)
183 * calculate the size of an background image that should fill the screen:
185 image_size = (1 - parallax_speed) * screen_size + level_size * parallax_speed
187 def calc(parallax, screen, tiles):
188 return (1 - parallax) * screen + parallax * tiles * 32
191 Supported Resolutions
192 =====================
194 SuperTux shall support resolutions from 640x480 to 1280x800 at a magnification of 1x.
195 For resolutions higher, such as 2560x1600, upscaling will be used.
196 For resolutions smaller, like 320x240 downscaling will be used.
198 Higher resolution graphics for 2x maginification might be provided.
199 Lower res graphics for 0.5x maginification might be provided as well.
201 Resolution and magnification can be freely configured by the user within the given limits.
203 In tiles this means we have 40x25 (=1280x800px) tiles per screen.
208 * animate cave background torch: data/images/tiles/background/backgroundtile3.png
212 * remove lightmap tiles
214 * redraw/replace data/images/tiles/waterfall/
219 Currently the music makes up a large chunk of the total tarball
220 size. Compression could fix this:
222 ,-- Size of data/music/*.ogg
224 40MB - Current quality in SVN
225 24MB - Default oggenc quality (3)
226 14MB - oggenc at 0 quality
227 10MB - oggenc at -1 quality
229 No audible difference on my sound setup. -- grumbel