X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=21b90ac7088310e220894b4897b7cd850fe721cf;hb=97ebb26d836f8dc44cbf74fc6383ce17b2b98416;hp=6b8a2d133be515d22f89c55bbfad7c6ba18c59ec;hpb=e5f4c975097d8a04bb375b0ef57eeb1618907e9c;p=supertux.git diff --git a/TODO b/TODO index 6b8a2d133..21b90ac70 100644 --- 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 - 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... @@ -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. + - 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 @@ -91,6 +94,7 @@ L: low priority * 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 @@ -150,6 +154,7 @@ L: low priority - 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