X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=eea9d345645546eb36da27c1fa371f7094d80738;hb=a05b45463496073a078bd4065df8202095120445;hp=894bfcc9ff89cd667c39477f3a7fde5301e723bc;hpb=200f4aa4ce33e1e06eaf85181eef827ce27c6cac;p=supertux.git diff --git a/TODO b/TODO index 894bfcc9f..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 @@ -63,16 +63,19 @@ L: low priority - implement tree (really?) - bring back stay on platform flag - make enemies bounce of upon each other again - - make enemies fall 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 + 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 @@ -84,7 +87,14 @@ L: low priority * 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 + * 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 - 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 @@ -100,6 +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 @@ -144,17 +155,13 @@ 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). - Matze: can you give more details? The code looks perfectly fine to me +[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 [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 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy - Not sure if this would be gameplay wise.