X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=49cd9f6fcf16f6e2f6636dde17d37c03de168f3b;hb=8e02ba38e2a98f9ea7f092e333f8085520e6c22a;hp=4625da56735daf6e7cca9e44bc67a6e6f4f9d96e;hpb=4bd2a8ec524f55ce8146c029629b1409c90edc9c;p=supertux.git diff --git a/TODO b/TODO index 4625da567..49cd9f6fc 100644 --- a/TODO +++ b/TODO @@ -18,8 +18,8 @@ L: low priority - needs discussion --Scons-- - * [H] Add an install target - * [H] Generate the config.h file + * [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 @@ -38,7 +38,50 @@ L: low priority g++ -Wall .... -o build/linux/src/error.o src/error.cpp ---Miscelaneous-- +--Collision Detection Rewrite (all [H])-- + * enemies: + - implement fish + - implement flyingsnowball + - implement wingling + - implement tree (really?) + - bring back stay on platform flag + ** implement ability to cary mriceblock (and other objects) around - delayed + for after big commit... + * smoke clouds are too fast + * 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 + * fix bullet speed/behaviour + * check if unducking is actually possible or if something is in the way + * fix flapping + * 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] 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. +[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 @@ -74,37 +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). - - Images tiling code sucks resulting in glitches and unecessary drawings. - 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 -[M] Menu doesn't jump titles, and doesn't seem to like having menu entries - created after initialization. - Matze: what does "menu doesn't jump titles" mean? [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...