X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=eea9d345645546eb36da27c1fa371f7094d80738;hb=658b21a109e7f72cac5530fa1eb9652bcf3e3047;hp=6b8a2d133be515d22f89c55bbfad7c6ba18c59ec;hpb=e5f4c975097d8a04bb375b0ef57eeb1618907e9c;p=supertux.git diff --git a/TODO b/TODO index 6b8a2d133..eea9d3456 100644 --- a/TODO +++ b/TODO @@ -41,15 +41,15 @@ L: low priority --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) + 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... + integers... - ok for tux and most badguys ** implement 1up - ok ** implement star - ok * bring back the enemies - - add activation again - - make api simpler + - add activation again - ok + - make api simpler - ok - implement jumpy - ok -* implement spiky - ok - implement snowball - ok @@ -69,10 +69,13 @@ L: low priority for after big commit... * smoke clouds are too fast * some shots disappear in the ground with a "max collision depth reached" - message + message - ok * 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 @@ -86,11 +89,12 @@ L: low priority ** 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 + * reimplement spikes as objects - 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 * 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 @@ -106,6 +110,7 @@ L: low priority 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 @@ -150,6 +155,7 @@ L: low priority - 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