4 This is a list of tasks and issues that might be worth to implement or
5 fix. This list is however not an authorative list of things that must
6 be done, its a collection of random things that pop up during
7 development, therefore not everything in here might be well thought
8 out or worth to implement. Use your brain before implementing anything
9 on this list and always think about how useful a new feature would be
10 in the context of the whole game or if a potential performance
11 enhanchment, actually enhanchmes anything at all.
16 * make code clean: "-O2", "-g3",
27 "-Winit-self", # only works with >= -O1
28 "-Wno-unused-parameter",
30 * remove overuse of multi-inheritance
32 * remove overuse of friend'ship
34 * maybe mark interfaces as interfaces (ISerializable or SerializableInterface)
36 * split files with multiple classes into multiple files with one class each
38 * Decide what to do with magic constants of objects (static vs anonymous namespace vs lisp property)
40 * check the code with Valgrind and profilers
42 * use Vector in Physics for 'a' and 'v'
44 * replace random generator with mersenne twister and/or move to external/
46 * md5.hpp and random_generator.hpp could go to external/
48 * write/finish scripts to automatically:
50 - make all includes relative to top level dir
52 - sort includes (.hpp file, then system includes, then other project files)
54 - include guards proper and of the form HEADER_SUPERTUX_${PATH_TO_FILE}_HPP
59 * GameObject::RemoveListenerListEntry: Ughs, somebody trying to
60 implement a list class within in the GameObject?!
62 * add --datadir DIR (data/) and --userdir DIR (~/.supertux/)
64 * make gravity constant
66 * rename Vector -> Vector2f
68 * get rid of global SDL_Screen* screen variable
70 * get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse
72 * resolution menu entry moves the wrong way around
74 * having dictionary_manager in Lisp is extremely ugly
76 * enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so)
78 * file naming is inconsistent: some times we use '_' to separate
79 words, sometimes we don't
81 * get rid of NDEBUG and conditional compilation, these should be
82 reserved for a few tiny cases, not spread all over the code
84 * collect all manager classes into globals.hpp
86 * more moving directories around?
99 for generic squirrel code
104 for scripting wrapper code
108 * implement PNG screenshot
110 * having hitbox in Sprite is fugly
112 * write decal object that doesn't have hitbox
114 * implement surface and/or sprite scaling (MipMaps?)
116 * add code that compares the last Log line with the current, if they
117 are the same reject them and just output something like:
119 * last line has been repeated X times
121 * implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html
123 * workaround for Ubuntu pulseaudio/OpenAL brokeness:
128 * peaking up/down doesn't work properly
130 * peaking left/right should make Tux look into that direction (up/down to, needs new sprites)
132 * add pipe graphics that makes a 90 degree turn
134 * keep possible future SDL1.3 upgrade in mind (what has changed?)
136 * cleanup scripting interface
138 * replace cloud tiles with decals
140 * option menu has text overlap in "aspect ratio"
142 * jumping up from an enemy doesn't make a sound?
144 * add support for automatic scrolling backgrounds
146 * add direct reading of Vector2f to Reader/lisp
148 * replace bell with 'reset block', that starts to glow once bumped
149 into (or something different)
151 * refactor Camera code, break ugly long functions into pieces and such
153 * allow fully custom magnification levels from command line (maybe GUI
154 to if there is a proper/easy way to let the user enter numbers)
155 (--magnification or -g WIDTHxHEIGHT:ASPECTX:ASPECTY@MAGNIFICATION)
157 * use AnchorPoint in Background instead of Alignment
159 * allow gradients to parallax scroll like Background (make it optional)
161 * add multicolored gradients (see Windstille source code, which can deal with Gimp gradients)
163 * fix alpha blending in the SDL renderer, currently all sprites (Tux,
164 etc.) appear transparent
166 * position of statistics text on the worldmap doesn't scale properly with resolution it seems
168 * gluBuild2DMipmaps leads to blurriness, maybe lack of magic offset
169 (0.375f, 0.375f, 0.0f) or something else
171 * font system has blending artifacts at non-1x magnifications, need to
172 have an transparent pixel between letters
174 * add a (border #t) flag to fonts, that allows to use fonts which have
175 a 1px transparent border around glyphs, which is needed to get rid
176 of blending artifacts in OpenGL
178 * mouse cursor has blend artifact on high magnification
180 * shadow font glyphs bleed into other glyphs
182 * in DrawingRequest "void* request_data;" is only free'ed, but the
183 destructor never gets called
185 * sprite/sprite.cpp: frame should never get out of range:
187 if((int)frame >= get_frames() || (int)frame < 0)
188 log_warning << "frame out of range: " << (int)frame << "/" << get_frames() << " at " << get_name() << "/" << get_action() << std::endl;
190 * Surface::hflip() is used exactly once, should probally be part of the constructor
192 Scenegraph and Physics Engine Restructuring
193 ===========================================
195 * random idea to restructure engine stuff (might lead to nicer code
196 and easier scriptability (and a need to rewrite lots of stuff...):
198 class SomeBadGuy : public PhysicsCallbackListener // or use boost::function
205 SomeBadGuy(Engine& engine)
207 box = engine.physics().create_box(Rectf(0,0,32,32));
208 box->register_listener(this);
209 sprite = engine.graphics().create_and_add_sprite("Foobar");
212 void update(float delta)
214 // not much to do, as most stuff is done internally in the engine
217 sprite->replace_with("Foobar_dead");
222 sprite->set_pos(box->get_pos());
226 // no more draw(), done by the scene graph
228 void on_collision(CollisionData data)
234 Subversion->Git/Mercurial/Bzr Move
235 ==================================
237 * right now a switch doesn't seem to be worth it
239 * core issue right now isn't SVN, but old SVN version on lethargik.org
240 (lacks merge tracking, issues with viewvc)
242 * cleanup SVN to make import into other version control systems possible:
244 - Should we merge trunk/supertux-milestone1 and trunk/supertux when switching to Git/Hg/...?
246 Mistakes: incorrect branch creation: r5201-5207
249 tags/supertux # unknown
255 branches/cobble # unknown
256 branches/milestone1 # unknown
257 branches/new-collision-detection # unknown
258 branches/README # documentation that will be lost in conversion
259 branches/supertux # unknown
260 branches/supertux_0_1_1_branch
261 branches/supertux-box2d # mathnerd (trash)
262 branches/supertux-editor-newdrawing # editor
263 branches/supertux-editor-newdrawing2 # editor
264 branches/supertux-milestone1-olpc # supertux-milestone1
265 branches/supertux-milestone2-grumbel # supertux
266 branches/supertux-nogl # supertux(?)
267 branches/supertux-sharp # another supertux editor
268 branches/unison-video # ???
269 branches/vendor # ??? CVS crap
271 trunk/cobble # some editor?
272 trunk/CVSROOT # ??? CVS crap
273 trunk/htdocs # htdocs
279 trunk/supertux-editor
280 trunk/supertux-milestone1
281 trunk/supertux-portable
289 * lack of sparse/narrow/shallow checkout, this means initial checkout
290 will be 200MB instead of 100MB
292 * no free hoster that allow multiple >1GB repositories -> could use lethargik.org
294 * git submodule doesn't seem to be quite ready to replace our
295 trunk/supertux, trunk/supertux-editor, trunk/media/, ... layout as
296 it for example doesn't support automatic tracking of HEAD from the
297 remote repositories, it also feels rather hacky and not properly
300 * lack of metadata versioning, if you delete a branch in git that you
301 haven't merged, then its gone after the next gc/repack (+ two weeks
302 time limit it seems), in SVN on the other side you can checkout the
303 way the tree was at a specific date, its impossible to lose history
304 unless you hack the repository
309 Committed revision 5727
310 Committed revision 5728
311 Committed revision 5729
312 Committed revision 5730
313 Traceback (most recent call last):
314 File "./svn2bzr.py", line 194, in <module>
316 File "./svn2bzr.py", line 187, in main
318 File "./svn2bzr.py", line 88, in svn2bzr
320 File "/mnt/bzr/svn2bzr/branchcreator.py", line 622, in run
321 entries = self.filter_entries(entries)
322 File "/mnt/bzr/svn2bzr/branchcreator.py", line 671, in filter_entries
323 entries = self.filter_moves(entries)
324 File "/mnt/bzr/svn2bzr/branchcreator.py", line 727, in filter_moves
325 entries = self.filter_simult_fren_dirmove(entries)
326 File "/mnt/bzr/svn2bzr/branchcreator.py", line 784, in filter_simult_fren_dirmove
327 newfname = svnrelpath(newdpth, newfpth)
328 File "/mnt/bzr/svn2bzr/branchcreator.py", line 60, in svnrelpath
329 raise errors.PathNotChild(path, base)
330 bzrlib.errors.PathNotChild: Path "trunk/media/images/creatures/mr_cherry/cherrybomb.xcf" is not a child of path "trunk/media/images/creatures/mr_bomb"
335 * calculate the size of an background image that should fill the screen:
337 image_size = (1 - parallax_speed) * screen_size + level_size * parallax_speed
339 def calc(parallax, screen, tiles):
340 return (1 - parallax) * screen + parallax * tiles * 32
343 Supported Resolutions
346 SuperTux shall support resolutions from 640x480 to 1280x800 at a magnification of 1x.
347 For resolutions higher, such as 2560x1600, upscaling will be used.
348 For resolutions smaller, like 320x240 downscaling will be used.
350 Higher resolution graphics for 2x maginification might be provided.
351 Lower res graphics for 0.5x maginification might be provided as well.
353 Resolution and magnification can be freely configured by the user within the given limits.
355 In tiles this means we have 40x25 (=1280x800px) tiles per screen.