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dispenser can now launch snowballs and bouncingsnowballs
[supertux.git]
/
TODO
diff --git
a/TODO
b/TODO
index
0c1ba37
..
21b90ac
100644
(file)
--- a/
TODO
+++ b/
TODO
@@
-41,7
+41,7
@@
L: low priority
--Collision Detection Rewrite (all [H])--
* make blocks bounce again - ok
* bonusblocks don't always bounce back to their original position (but stay a
--Collision Detection Rewrite (all [H])--
* make blocks bounce again - ok
* bonusblocks don't always bounce back to their original position (but stay a
- few pixels higher)
+ few pixels higher)
- hopefully ok
* it's impossible to go into passages that have exactly the size of tux,
either reduce collision rectangle by DELTA or round collision coordinates to
integers...
* it's impossible to go into passages that have exactly the size of tux,
either reduce collision rectangle by DELTA or round collision coordinates to
integers...
@@
-73,6
+73,9
@@
L: low priority
* rework collision detection to take movement into account - this should fix
the egg suddenly turning directions and the somtimes strange behaviour
when hitting a block from the side when falling.
* rework collision detection to take movement into account - this should fix
the egg suddenly turning directions and the somtimes strange behaviour
when hitting a block from the side when falling.
+ - done for rectangles, fixes the issues with blocks and enemies hitting
+ when they should get squished, still it's not optimal as when hitting 2
+ blocks now only 1 gets cleared...
* rethink slopes collision feedback... tux becomes too slow when walking up
and starts jumping when walking down
* think about an attachement mechanism for moving platforms
* rethink slopes collision feedback... tux becomes too slow when walking up
and starts jumping when walking down
* think about an attachement mechanism for moving platforms
@@
-90,7
+93,8
@@
L: low priority
* what to do when stuck under tiles (after using duck-sliding)
* do we want multi hit scores again?
* tux doesn't stop at igloo anymore
* what to do when stuck under tiles (after using duck-sliding)
* do we want multi hit scores again?
* tux doesn't stop at igloo anymore
- * background particle systems are too slow
+ * background particle systems are too slow - ok
+ * buttjump is deactivated
--Code Refactoring/Cleanup/Optimisation--
[H] make the title using GameSession instead of reimplementing all the stuff
--Code Refactoring/Cleanup/Optimisation--
[H] make the title using GameSession instead of reimplementing all the stuff
@@
-150,6
+154,7
@@
L: low priority
- New forest tileset
- Badguy sprites
- Tux's buttjump animation
- New forest tileset
- Badguy sprites
- Tux's buttjump animation
+[H] Tiles constructed with image-region are not drawn coordinates < 0
[M] Save score on per-level basis to make high-score
[M] Save time on per-level basis to make low-time-score
[M] Save score on per-level basis to make high-score
[M] Save time on per-level basis to make low-time-score