X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=49cd9f6fcf16f6e2f6636dde17d37c03de168f3b;hb=a1931964cb5c2eeb74029d9d40ac681e90c10c2c;hp=6b8a2d133be515d22f89c55bbfad7c6ba18c59ec;hpb=e5f4c975097d8a04bb375b0ef57eeb1618907e9c;p=supertux.git diff --git a/TODO b/TODO index 6b8a2d133..49cd9f6fc 100644 --- a/TODO +++ b/TODO @@ -39,73 +39,40 @@ 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 - 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. * 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 + * 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 --Miscellaneous-- [?] think about how to implement scripting, and how to make a simple and easy to @@ -163,3 +130,5 @@ L: low priority 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...