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fixed a couple of nolok's minor bugs
[supertux.git]
/
TODO
diff --git
a/TODO
b/TODO
index
6b8a2d1
..
eea9d34
100644
(file)
--- a/
TODO
+++ b/
TODO
@@
-41,15
+41,15
@@
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
* 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...
+ integers...
- ok for tux and most badguys
** implement 1up - ok
** implement star - ok
* bring back the enemies
** implement 1up - ok
** implement star - ok
* bring back the enemies
- - add activation again
- - make api simpler
+ - add activation again
- ok
+ - make api simpler
- ok
- implement jumpy - ok
-* implement spiky - ok
- implement snowball - ok
- implement jumpy - ok
-* implement spiky - ok
- implement snowball - ok
@@
-69,10
+69,13
@@
L: low priority
for after big commit...
* smoke clouds are too fast
* some shots disappear in the ground with a "max collision depth reached"
for after big commit...
* smoke clouds are too fast
* some shots disappear in the ground with a "max collision depth reached"
- message
+ message
- ok
* 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
@@
-86,11
+89,12
@@
L: low priority
** having a star doesn't kill enemies - ok
* tux always jumps to full height at the moment - ok
* invisble blocks are visible and make the game crash when bumped - ok
** having a star doesn't kill enemies - ok
* tux always jumps to full height at the moment - ok
* invisble blocks are visible and make the game crash when bumped - ok
- * reimplement spikes as objects
+ * reimplement spikes as objects
- ok
* 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 - ok
* 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 - 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
@@
-106,6
+110,7
@@
L: low priority
themselfes. This could speed up rendering of tilemaps.
[H] implement quadtree to speed up collision detection
[?] remove badguyspecs and bitmask files
themselfes. This could speed up rendering of tilemaps.
[H] implement quadtree to speed up collision detection
[?] remove badguyspecs and bitmask files
+[M] Make the gamelogic run in a fixed logical framerate
--Miscellaneous--
[?] think about how to implement scripting, and how to make a simple and easy to
--Miscellaneous--
[?] think about how to implement scripting, and how to make a simple and easy to
@@
-150,6
+155,7
@@
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