From: Matthias Braun Date: Sat, 26 Mar 2005 12:31:14 +0000 (+0000) Subject: TODO update, fix tux doesn't stop at igloo anymore X-Git-Url: https://git.verplant.org/?a=commitdiff_plain;h=2e9cf5dbc6b66dda4f94b0c1943a9e3719569435;p=supertux.git TODO update, fix tux doesn't stop at igloo anymore SVN-Revision: 2294 --- diff --git a/TODO b/TODO index 41213b0ef..1b291a018 100644 --- a/TODO +++ b/TODO @@ -20,36 +20,14 @@ Low priority [L]: things that should be fixed sometime Programming ~~~~~~~~~~~ ---Scons-- - * [H] Add an install target - done (however scons is creating stupid .sconsign - files at the install location :-/) - * [M] improve opengl check to work on win32 and eventually more strange - systems again - * [H] Make sure compilation on win32 and cross-compilation works - * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image. - Also test for version of SDL_mixer and SDL_image - * [M] Create a distclean target - * [M] Create a dist target - * [M] Add instructions to the README - * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake - * [L] Take a look if it is possible to make it a bit more quiet. (Similar to - linux kernel, samba or jam output would be optimum, ie. - C++ build/linux/src/bla.o - C++ build/linux/src/blup.o - C++ build/linux/src/error.o - Error on line xx in error.o: This source contained an error - - g++ -Wall .... -o build/linux/src/error.o src/error.cpp - --Collision Detection Rewrite (all [H])-- * enemies: - implement fish - - implement flyingsnowball - implement wingling + - implement stalactite - implement tree (really?) - bring back stay on platform flag - ** implement ability to cary mriceblock (and other objects) around - delayed - for after big commit... + ** implement ability to cary mriceblock (and other objects) around * smoke clouds are too fast * rethink slopes collision feedback... tux becomes too slow when walking up and starts jumping when walking down @@ -59,8 +37,8 @@ Programming * check if unducking is actually possible or if something is in the way * fix flapping * 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 + - just slide through? + * do we want multi hit scores again? - not in the form of scores * buttjump is deactivated * implement quadtree or grid to speedup collision detection @@ -71,9 +49,12 @@ Programming [L] use physfs for loading files [L] change physics class y-velocity-coordinate to be like all other y-coordinates again (positive y to go down) +[L] rename files like tile_manage.* to TileManager.* because they contain a + class named TileManager not tile_manager. Eventually use .hpp instead of .h + to indicate the usage of c++ [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 +[L] introduce a special mode in DrawingContext for objects that want to draw themselfes. This could speed up rendering of tilemaps. [M] Make the gamelogic run in a fixed logical framerate @@ -89,15 +70,24 @@ Programming Good examples would be a water sound which can be placed at waterfalls, a kuckoo sound that can be placed into the wood, bubling sound for lava, ... -[?] Create a falling leaves particle system. (I.e. slowly falling leaves in the - background) along with nice leaves graphics. - - the problem here is that leaves don't fall of the sky and fir trees - don't have leaves :-/ + The sound object should be configurable: + To be position independent (always play), to have a spot position so + that it gets louder when tux gets nearer to the spot (or a rectangular + area instead of the spot?). You should be able to configure the sound + to be constantly looped or to be played in some random fashion + (ie. play and then 5-10 seconds pause). +[H] Create a "sign" object, ie an object that can be placed on the level and + contains messages (like the run sign we have at the moment but + programmatically created so that we can translate it) +[H] Create an "info block" ie. a block with a lightbulb on it or so that + displays some info text when jumped against. The textbox should be done + indepently of the info block and could be reused in cutscenes later... [H] Add a simple rock object that can be carried around [H] Add a rope object on which tux is able to climb, also add a ? block that emits a rope when hit [H] redo trampolines [H] Buttjump related things + - enable buttjump again - Should kill enemies with a certain range - Done--now needs to be tweaked - Animation (need images) @@ -107,8 +97,6 @@ Programming - 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] Graphics - New forest tileset - Badguy sprites @@ -122,7 +110,6 @@ Programming where the camera didn't completely follow yet and you fall down directly again. This will suddenly raise the camera up. [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy - - Not sure if this would be gameplay wise. [L] There is a report that the joypad is always used on windows and more severe it generates random up/down events, though it is callibrated correctly. @@ -146,3 +133,27 @@ 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... + +[L] --Scons-- +We can just stay with jam for now. Compared to scons jam is at least faster and +doesn't suffer from the problems below. + + * [H] Add an install target - done (however scons is creating stupid .sconsign + files at the install location :-/) + * [M] improve opengl check to work on win32 and eventually more strange + systems again + * [H] Make sure compilation on win32 and cross-compilation works + * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image. + Also test for version of SDL_mixer and SDL_image + * [M] Create a distclean target + * [M] Create a dist target + * [M] Add instructions to the README + * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake + * [L] Take a look if it is possible to make it a bit more quiet. (Similar to + linux kernel, samba or jam output would be optimum, ie. + C++ build/linux/src/bla.o + C++ build/linux/src/blup.o + C++ build/linux/src/error.o + Error on line xx in error.o: This source contained an error + + g++ -Wall .... -o build/linux/src/error.o src/error.cpp diff --git a/data/levels/test/simple.stl b/data/levels/test/simple.stl index dbd263d0e..fe1d90990 100644 --- a/data/levels/test/simple.stl +++ b/data/levels/test/simple.stl @@ -8,7 +8,6 @@ (name "main") (width 30) (height 20) - (music "supertux-1.ogg") (gravity 10.000000) (background (image "arctis.jpg") (speed 0.5)) diff --git a/src/gameloop.cpp b/src/gameloop.cpp index 3a33cdbbc..f6d92d95d 100644 --- a/src/gameloop.cpp +++ b/src/gameloop.cpp @@ -814,6 +814,8 @@ GameSession::start_sequence(const std::string& sequencename) if(sequencename == "fireworks") { currentsector->add_object(new Fireworks()); } + } else if(sequencename == "stoptux") { + end_sequence = ENDSEQUENCE_WAITING; } else { std::cout << "Unknown sequence '" << sequencename << "'.\n"; } diff --git a/src/sector.cpp b/src/sector.cpp index 4037f35fb..795dc78ff 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -332,7 +332,8 @@ Sector::fix_old_tiles() add_object(new Brick(pos, tile->getData())); solids->change(x, y, 0); } else if(tile->getAttributes() & Tile::GOAL) { - add_object(new SequenceTrigger(pos, "endsequence")); + std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux"; + add_object(new SequenceTrigger(pos, sequence)); solids->change(x, y, 0); } } diff --git a/tools/tilemanager/Application.cs b/tools/tilemanager/Application.cs index 457132f06..389e9b62e 100644 --- a/tools/tilemanager/Application.cs +++ b/tools/tilemanager/Application.cs @@ -151,7 +151,7 @@ public class Application { tile.ID = startid + i; ImageRegion region = new ImageRegion(); region.ImageFile = currentimage; - region.Region = new Rectangle(x*32, y*32, 32, 32); + region.Region = new System.Drawing.Rectangle(x*32, y*32, 32, 32); tile.Images.Add(region); if(Tiles[i] != null) { Console.WriteLine(