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 * collect all manager classes into globals.hpp
83 * more moving directories around?
96 for generic squirrel code
101 for scripting wrapper code
105 * implement PNG screenshot
107 * having hitbox in Sprite is fugly
109 * write decal object that doesn't have hitbox
111 * implement surface and/or sprite scaling (MipMaps?)
113 * add code that compares the last Log line with the current, if they
114 are the same reject them and just output something like:
116 * last line has been repeated X times
118 * implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html
120 * workaround for Ubuntu pulseaudio/OpenAL brokeness:
125 * peaking up/down doesn't work properly
127 * peaking left/right should make Tux look into that direction (up/down to, needs new sprites)
129 * add pipe graphics that makes a 90 degree turn
131 * keep possible future SDL1.3 upgrade in mind (what has changed?)
133 * cleanup scripting interface
135 * replace cloud tiles with decals
137 * option menu has text overlap in "aspect ratio"
139 * jumping up from an enemy doesn't make a sound?
141 * add support for automatic scrolling backgrounds
143 * add direct reading of Vector2f to Reader/lisp
145 * replace bell with 'reset block', that starts to glow once bumped
146 into (or something different)
148 * refactor Camera code, break ugly long functions into pieces and such
150 * allow fully custom magnification levels from command line (maybe GUI
151 to if there is a proper/easy way to let the user enter numbers)
152 (--magnification or -g WIDTHxHEIGHT:ASPECTX:ASPECTY@MAGNIFICATION)
154 * use AnchorPoint in Background instead of Alignment
156 * allow gradients to parallax scroll like Background (make it optional)
158 * add multicolored gradients (see Windstille source code, which can deal with Gimp gradients)
160 * fix alpha blending in the SDL renderer, currently all sprites (Tux,
161 etc.) appear transparent
163 * position of statistics text on the worldmap doesn't scale properly with resolution it seems
165 * gluBuild2DMipmaps leads to blurriness, maybe lack of magic offset
166 (0.375f, 0.375f, 0.0f) or something else
168 * font system has blending artifacts at non-1x magnifications, need to
169 have an transparent pixel between letters
171 * add a (border #t) flag to fonts, that allows to use fonts which have
172 a 1px transparent border around glyphs, which is needed to get rid
173 of blending artifacts in OpenGL
175 * mouse cursor has blend artifact on high magnification
177 * shadow font glyphs bleed into other glyphs
179 * in DrawingRequest "void* request_data;" is only free'ed, but the
180 destructor never gets called
182 * sprite/sprite.cpp: frame should never get out of range:
184 if((int)frame >= get_frames() || (int)frame < 0)
185 log_warning << "frame out of range: " << (int)frame << "/" << get_frames() << " at " << get_name() << "/" << get_action() << std::endl;
187 * Surface::hflip() is used exactly once, should probally be part of the constructor
189 Scenegraph and Physics Engine Restructuring
190 ===========================================
192 * random idea to restructure engine stuff (might lead to nicer code
193 and easier scriptability (and a need to rewrite lots of stuff...):
195 class SomeBadGuy : public PhysicsCallbackListener // or use boost::function
202 SomeBadGuy(Engine& engine)
204 box = engine.physics().create_box(Rectf(0,0,32,32));
205 box->register_listener(this);
206 sprite = engine.graphics().create_and_add_sprite("Foobar");
209 void update(float delta)
211 // not much to do, as most stuff is done internally in the engine
214 sprite->replace_with("Foobar_dead");
219 sprite->set_pos(box->get_pos());
223 // no more draw(), done by the scene graph
225 void on_collision(CollisionData data)
231 Subversion->Git/Mercurial/Bzr Move
232 ==================================
234 * right now a switch doesn't seem to be worth it
236 * core issue right now isn't SVN, but old SVN version on lethargik.org
237 (lacks merge tracking, issues with viewvc)
239 * cleanup SVN to make import into other version control systems possible:
241 - Should we merge trunk/supertux-milestone1 and trunk/supertux when switching to Git/Hg/...?
243 Mistakes: incorrect branch creation: r5201-5207
246 tags/supertux # unknown
252 branches/cobble # unknown
253 branches/milestone1 # unknown
254 branches/new-collision-detection # unknown
255 branches/README # documentation that will be lost in conversion
256 branches/supertux # unknown
257 branches/supertux_0_1_1_branch
258 branches/supertux-box2d # mathnerd (trash)
259 branches/supertux-editor-newdrawing # editor
260 branches/supertux-editor-newdrawing2 # editor
261 branches/supertux-milestone1-olpc # supertux-milestone1
262 branches/supertux-milestone2-grumbel # supertux
263 branches/supertux-nogl # supertux(?)
264 branches/supertux-sharp # another supertux editor
265 branches/unison-video # ???
266 branches/vendor # ??? CVS crap
268 trunk/cobble # some editor?
269 trunk/CVSROOT # ??? CVS crap
270 trunk/htdocs # htdocs
276 trunk/supertux-editor
277 trunk/supertux-milestone1
278 trunk/supertux-portable
286 * lack of sparse/narrow/shallow checkout, this means initial checkout
287 will be 200MB instead of 100MB
289 * no free hoster that allow multiple >1GB repositories -> could use lethargik.org
291 * git submodule doesn't seem to be quite ready to replace our
292 trunk/supertux, trunk/supertux-editor, trunk/media/, ... layout as
293 it for example doesn't support automatic tracking of HEAD from the
294 remote repositories, it also feels rather hacky and not properly
297 * lack of metadata versioning, if you delete a branch in git that you
298 haven't merged, then its gone after the next gc/repack (+ two weeks
299 time limit it seems), in SVN on the other side you can checkout the
300 way the tree was at a specific date, its impossible to lose history
301 unless you hack the repository
306 Committed revision 5727
307 Committed revision 5728
308 Committed revision 5729
309 Committed revision 5730
310 Traceback (most recent call last):
311 File "./svn2bzr.py", line 194, in <module>
313 File "./svn2bzr.py", line 187, in main
315 File "./svn2bzr.py", line 88, in svn2bzr
317 File "/mnt/bzr/svn2bzr/branchcreator.py", line 622, in run
318 entries = self.filter_entries(entries)
319 File "/mnt/bzr/svn2bzr/branchcreator.py", line 671, in filter_entries
320 entries = self.filter_moves(entries)
321 File "/mnt/bzr/svn2bzr/branchcreator.py", line 727, in filter_moves
322 entries = self.filter_simult_fren_dirmove(entries)
323 File "/mnt/bzr/svn2bzr/branchcreator.py", line 784, in filter_simult_fren_dirmove
324 newfname = svnrelpath(newdpth, newfpth)
325 File "/mnt/bzr/svn2bzr/branchcreator.py", line 60, in svnrelpath
326 raise errors.PathNotChild(path, base)
327 bzrlib.errors.PathNotChild: Path "trunk/media/images/creatures/mr_cherry/cherrybomb.xcf" is not a child of path "trunk/media/images/creatures/mr_bomb"
332 * calculate the size of an background image that should fill the screen:
334 image_size = (1 - parallax_speed) * screen_size + level_size * parallax_speed
336 def calc(parallax, screen, tiles):
337 return (1 - parallax) * screen + parallax * tiles * 32
340 Supported Resolutions
343 SuperTux shall support resolutions from 640x480 to 1280x800 at a magnification of 1x.
344 For resolutions higher, such as 2560x1600, upscaling will be used.
345 For resolutions smaller, like 320x240 downscaling will be used.
347 Higher resolution graphics for 2x maginification might be provided.
348 Lower res graphics for 0.5x maginification might be provided as well.
350 Resolution and magnification can be freely configured by the user within the given limits.
352 In tiles this means we have 40x25 (=1280x800px) tiles per screen.