X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=21b90ac7088310e220894b4897b7cd850fe721cf;hb=db274bd420ddc2568985296cf293003099033001;hp=bacd1e724cc32b335642a3f60b6a032f9ab91eeb;hpb=8b667c97ef73b811b75727febeeb6c7cc8c5ceec;p=supertux.git diff --git a/TODO b/TODO index bacd1e724..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... @@ -63,7 +63,7 @@ L: low priority - 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... @@ -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 @@ -84,6 +87,14 @@ L: low priority * 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 + * 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 @@ -100,7 +111,7 @@ L: low priority [H] implement quadtree to speed up collision detection [?] remove badguyspecs and bitmask files ---Miscelaneous-- +--Miscellaneous-- [?] think about how to implement scripting, and how to make a simple and easy to use api for the scripting interface (language will probably be lua - just have to figure out how well we can do @@ -143,32 +154,16 @@ L: low priority - 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] There are some weird graphical glitches when Tux bumps more than one block - at the same time [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 -[M] Implement Unisolid type for tiles (where collisions from below are ignored). - - done [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy - Not sure if this would be gameplay wise. -[L] in the "Welcome to Antarctica" level, the blocks next to the first growup - look like there are 2 blocks above each other when bumping against them as - small tux... -[L] time runs while being in in-game menu, at least a bit (jump, go to - menu, wait a bit, leave menu, Tux will 'flip' to the ground, - instead of fall, pause mode doesn't seem to have this problem, only - menu) -[L] catch exceptions thrown by lispreader Beyond Milestone2 -----------------