X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=5858e197e7ee2eddc38f1be0f3f0071b2b2badae;hb=0d50f0458107fd7cf5e5a25c6ef13491fe886bf1;hp=ef55c15f7a430adf232e15b55a9320715a1aca51;hpb=3369ed08e4b7126af560dc5f9c3442fc76b43ab4;p=supertux.git diff --git a/TODO b/TODO index ef55c15f7..5858e197e 100644 --- a/TODO +++ b/TODO @@ -17,39 +17,41 @@ 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? [?] Default keyboard setup should change. Up will be needed for other features like going through doors and looking up, etc. -[H] Make sure there are no invalid tile numbers in the level files - - Tile 6 occurs in world1/level5.stl as well as other levels -[H] Adding objects should be done by adding them into a queue and then - physically added at the end of Sector::action() - - may cause crashes otherwise (due to iterators) - - see world1/level7.stl, killing the bombs [H] Worldmap needs to allow multiple maps - or just one big map with multiple worlds? [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 - 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 + - 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 when checking collision with tiles [H] stdint.h isn't a part of FreeBSD. We should probably use SDL integer types instead. -[H] Dead Tux/badguys should be drawn on top of the foreground layer [H] Graphics - New forest tileset - Badguy sprites - Tux's buttjump animation +[H] Backgrounds should be square tiles instead of just tiling one image + - Useful for vertical scrolling when we only want a sky background on the + top of the level + - Support for this is already available using a paralax tilemap layer +[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 @@ -60,8 +62,6 @@ L: low priority [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 @@ -75,6 +75,9 @@ L: low priority [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] Show level number on top of the screen when playing the level +[L] Fix the door animation +[L] Prevent Tux from being able to jump over ending sequence triggers Beyond Milestone2 -----------------