--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...
+ integers... - ok for tux and most badguys
** 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
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.
+ - 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
** 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
+ * buttjump is deactivated
--Code Refactoring/Cleanup/Optimisation--
[H] make the title using GameSession instead of reimplementing all the stuff
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
- 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