X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=49cd9f6fcf16f6e2f6636dde17d37c03de168f3b;hb=3510a03c0e807c7a0ddde3cdf07ba91bda9393c4;hp=bacd1e724cc32b335642a3f60b6a032f9ab91eeb;hpb=8b667c97ef73b811b75727febeeb6c7cc8c5ceec;p=supertux.git diff --git a/TODO b/TODO index bacd1e724..49cd9f6fc 100644 --- a/TODO +++ b/TODO @@ -39,68 +39,42 @@ L: low priority 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) - * 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 + * 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 - -* 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. * 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 + * 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 + * 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 ---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 @@ -143,33 +117,18 @@ 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 -[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 ----------------- - 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...