g++ -Wall .... -o build/linux/src/error.o src/error.cpp
--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) - 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... - ok for tux and most badguys
- ** implement 1up - ok
- ** implement star - ok
- * bring back the enemies
- - add activation again - ok
- - make api simpler - ok
- - implement jumpy - ok
- -* implement spiky - ok
- - implement snowball - ok
+ * enemies:
- implement fish
- - implement bouncingsnowball - ok
- -* implement mriceblock - ~ok
- - implement flame - ok
- -* implement mrbomb - ok
- implement flyingsnowball
- implement wingling
- implement tree (really?)
- bring back stay on platform flag
- make enemies bounce of upon each other 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...
* smoke clouds are too fast
- * some shots disappear in the ground with a "max collision depth reached"
- 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.
- - 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
* implement paths for the moving platform, implement simple moving platforms
- ** activate level end sequence again - ok
- ** make bullets kill enemies - ok
* fix bullet speed/behaviour
- ** fix ducking - ok
* 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 - ok
- * invisble blocks are visible and make the game crash when bumped - ok
- * 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
* buttjump is deactivated
+ * implement quadtree or grid to speedup collision detection
--Code Refactoring/Cleanup/Optimisation--
[H] make the title using GameSession instead of reimplementing all the stuff
[L] rename gameloop.* files to gamesession.*
[L] rename GameObject::action to GameObject::update()
[L] use physfs for loading files
-[L] eventually move over new lispreader code from tuxkart
[L] change physics class y-velocity-coordinate to be like all other
y-coordinates again (positive y to go down)
[M] harmonize to 1 single gameloop that switches between title, worldmap,
ingame mode and eventually leveleditor mode
[H] introduce a special mode in DrawingContext for objects that want to draw
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--
- 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
Beyond Milestone2
-----------------
- More things than just levels on the worldmap (similar to SMB3)
+- if we have a logical framerate we could record/play demos by simply storing
+ the pressed keys in each frame...