X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=37ab3ba6171e966023cffec1bfb67f490f8229c2;hb=4ada19ad88b175b612e8f09d6426eb940a7d947f;hp=4fd7cb62f40f5a38996cb844726d2624933eab63;hpb=02d4bd62ddab2abcca2f2b18331265468a67c6ce;p=supertux.git diff --git a/TODO b/TODO index 4fd7cb62f..37ab3ba61 100644 --- a/TODO +++ b/TODO @@ -17,53 +17,154 @@ L: low priority ?: bug or feature? - needs discussion -[?] When jumping into a brick and there is a powerup, it should change - direction or not, depending where the collision was. It currently sucks. - - Discuss this, is that really what we want? +--Scons-- + * [H] Add an install target - done (however scons is creating stupid .sconsign + files at the install location :-/) + * [M] improve opengl check to work on win32 and eventually more strange + systems again + * [H] Make sure compilation on win32 and cross-compilation works + * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image. + Also test for version of SDL_mixer and SDL_image + * [M] Create a distclean target + * [M] Create a dist target + * [M] Add instructions to the README + * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake + * [L] Take a look if it is possible to make it a bit more quiet. (Similar to + linux kernel, samba or jam output would be optimum, ie. + C++ build/linux/src/bla.o + C++ build/linux/src/blup.o + C++ build/linux/src/error.o + Error on line xx in error.o: This source contained an error + + 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... + ** implement 1up - ok + ** implement star - ok + * bring back the enemies + - add activation again + - make api simpler + - implement jumpy - ok + -* implement spiky - ok + - implement snowball - ok + - 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 + * 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 + * 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 +[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-- +[?] 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 + without OO support in the scripting language. + Other candidates are python, ruby and less likely java, mono/.net, + surely no own invention, perl or 1 of these c-like scripting languages) + [?] Default keyboard setup should change. Up will be needed for other features like going through doors and looking up, etc. + Up arrow - Look up / activate + Down arrow - Look down / duck + Left arrow - Left move + Right arrow - Right move + Ctrl - Run / Power + Space - Jump +[H] Worldmap should have a flag to allow to go to another map after finishing + a level from that one. + It might be cool to have a (place group in the worldmap file that would + allow such stuff as: levels, messages, wrapping and worldmap changing + (or even combinations). [H] Change resolution to 800x600 - Levels need to be updated to resolution - (half of the levels have been already updated) + - half of the levels have been already updated + - some fixed levels still have "glitches". See the menu level where + some of the tiles are "wrong" and don't fit [H] Buttjump related things - ? Right now only breaks bricks beneath tux - what else should it break - - Breaks 1 box too much at the left when tux is facing left. - Should kill enemies with a certain range + - Done--now needs to be tweaked - Animation (need images) - ? Should disable Tux's movement temporarily (1 second?) + - Should be a powerup item (still to be discussed) + - Should break bricks if Tux is on top of bricks, otherwise it should + kill enemies within a close range. + - After enemy-kill is used, powerup should be removed from Tux +[H] Icebullet related things + - we should decide on specifics [H] Tux should fall while walking in tiles that have a space between. - - Possible solution: reduce Tux's width + - Possible solution: reduce Tux's width when checking collision with tiles +[H] Graphics + - 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 [M] Add bonus score for extra time left when finishing a level -[M] When aborting a level, lives and score should remain the same as they - were before. Solution: make more dependency between the game engine and - worldmap or just backup those variables before starting a level. - fixed? [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] bombs should explode directly when hit by another bomb or a mr.iceblock - - right now they transform into a "squished mrbomb" [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy -[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 -[L] fadein/out for intro/extro would be nice -[L] we only have a global counter for multiple coin blocks. This should be handled - per block. -[L] AX_CHECK_GL produces an error during configure, when something in - configure.ac changed and it was automatically regenerated by make (instead - of the user doing ./autogen.sh) - + - Not sure if this would be gameplay wise. Beyond Milestone2 -----------------