From: Matthias Braun Date: Thu, 25 Nov 2004 16:43:39 +0000 (+0000) Subject: TODO update and cleanup X-Git-Url: https://git.verplant.org/?a=commitdiff_plain;h=740542b5e1b9bee9bf10ccf162c574b6ce0fbe77;p=supertux.git TODO update and cleanup SVN-Revision: 2194 --- diff --git a/TODO b/TODO index 1aa70ed8a..9c9f4650b 100644 --- a/TODO +++ b/TODO @@ -39,62 +39,29 @@ L: low priority g++ -Wall .... -o build/linux/src/error.o src/error.cpp --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) - 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... - ok for tux and most badguys - ** implement 1up - ok - ** implement star - ok - * bring back the enemies - - add activation again - ok - - make api simpler - ok - - implement jumpy - ok - -* implement spiky - ok - - implement snowball - ok + * enemies: - implement fish - - implement bouncingsnowball - ok - -* implement mriceblock - ~ok - - implement flame - ok - -* implement mrbomb - ok - implement flyingsnowball - implement wingling - implement tree (really?) - bring back stay on platform flag - make enemies bounce of upon each other 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 - 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... - ok * 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 * implement paths for the moving platform, implement simple moving platforms - ** activate level end sequence again - ok - ** make bullets kill enemies - ok * fix bullet speed/behaviour - ** fix ducking - ok * 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 - 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 + * implement quadtree or grid to speedup collision detection --Code Refactoring/Cleanup/Optimisation-- [H] make the title using GameSession instead of reimplementing all the stuff @@ -108,7 +75,6 @@ L: low priority ingame mode and eventually leveleditor mode [H] introduce a special mode in DrawingContext for objects that want to draw 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