X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=eea9d345645546eb36da27c1fa371f7094d80738;hb=a05b45463496073a078bd4065df8202095120445;hp=21b90ac7088310e220894b4897b7cd850fe721cf;hpb=3c9ecb9409672c6a8c62ceb64767287bc59de501;p=supertux.git diff --git a/TODO b/TODO index 21b90ac70..eea9d3456 100644 --- a/TODO +++ b/TODO @@ -44,12 +44,12 @@ L: low priority 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 @@ -69,7 +69,7 @@ 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. @@ -89,7 +89,7 @@ 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 @@ -110,6 +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