--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...
- implement tree (really?)
- bring back stay on platform flag
- make enemies bounce of upon each other again
- - make enemies fall again
+ - make enemies fall again - ok
-* activate/deactive enemies when on screen/away again - ok
** implement ability to cary mriceblock (and other objects) around - delayed
for after big commit...
* 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
* check if unducking is actually possible or if something is in the way
* fix flapping
** having a star doesn't kill enemies - ok
- * tux always jumps to full height at the moment
+ * 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
+ * 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
- New forest tileset
- Badguy sprites
- Tux's buttjump animation
-[H] Background code have the following bugs:
- - Gradient in software rendering doesn't currently work (at least here).
- Matze: can you give more details? The code looks perfectly fine to me
+[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] Add bonus score for extra time left when finishing a level
[M] when bumping a special with 2 blocks at once, it won't change direction
[M] tux get killed if he kicks a iceblock while at the same time bouncing on
-[M] You shouldn't be able to stand on invisible blocks, before you bumped them
- the roof
[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
- Not sure if this would be gameplay wise.