+Note: Controversial list of things currently broken and controversial
+solutions for them.
-- To do for Milestone2 -
-http://super-tux.sf.net/
-
-High priority: milestone goals that should be implemented for next milestone
-Medium priority: would be nice to have for next milestone, but should
- be secondary to high priority goals
-Low priority: things that should be fixed sometime
-?: Things that need to be discussed to determine whether or not they should be
- implemented
-
-Todo
-----
-H: high priority
-M: medium priority
-L: low priority
-?: bug or feature?
- - needs discussion
-
-[?] Default keyboard setup should change. Up will be needed for other features
- like going through doors and looking up, etc.
-
-[H] Worldmap needs to allow multiple maps
- - or just one big map with multiple worlds?
-[H] Change resolution to 800x600
- - Levels need to be updated to resolution
- - half of the levels have been already updated
- - some fixed levels still have "glitches". See the menu level where
- some of the tiles are "wrong" and don't fit
-[H] Buttjump related things
- - Should kill enemies with a certain range
- - Done--now needs to be tweaked
- - Animation (need images)
- - Should be a powerup item
- - Should break bricks if Tux is on top of bricks, otherwise it should
- kill enemies within a close range.
- - 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] stdint.h isn't a part of FreeBSD. We should probably use SDL integer
- types instead.
-[H] Graphics
- - New forest tileset
- - Badguy sprites
- - Tux's buttjump animation
-[H] Backgrounds should be square tiles instead of just tiling one image
- - Useful for vertical scrolling when we only want a sky background on the
- top of the level
- - Support for this is already available using a paralax tilemap layer
-
-[M] There are some weird graphical glitches when Tux bumps more than one block
- at the same time
-[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 aborting a level, lives and score should remain the same as they
- were before. Solution: make more dependency between the game engine and
- worldmap or just backup those variables before starting a level. - fixed?
-[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
-[L] in the "Welcome to Antarctica" level, the blocks next to the first growup
- look like there are 2 blocks above each other when bumping against them as
- small tux...
-[L] time runs while being in in-game menu, at least a bit (jump, go to
- menu, wait a bit, leave menu, Tux will 'flip' to the ground,
- instead of fall, pause mode doesn't seem to have this problem, only
- menu)
-[L] catch exceptions thrown by lispreader
-[L] fadein/out for intro/extro would be nice
-[L] we only have a global counter for multiple coin blocks. This should be handled
- per block.
-[L] Show level number on top of the screen when playing the level
-
-Beyond Milestone2
------------------
-- More things than just levels on the worldmap (similar to SMB3)
+Coding Standard
+===============
+
+* use SCons instead of CMake
+
+* make code clean: "-O2", "-g3",
+ "-ansi",
+ "-pedantic",
+ "-Wall",
+ "-Wextra",
+ "-Wnon-virtual-dtor",
+ "-Weffc++",
+ "-Wconversion",
+ "-Werror",
+ "-Wshadow",
+ "-Wcast-qual",
+ "-Winit-self", # only works with >= -O1
+ "-Wno-unused-parameter",
+
+* do not use raw pointer, especially not for Sprite and Surface
+
+* only do one variable initialization per line, not multiple as its
+ currently often done in initialization list
+
+* remove overuse of multi-inheritance
+
+* remove overuse of friend'ship
+
+* maybe mark interfaces as interfaces (ISerializable or SerializableInterface)
+
+* split files with multiple classes into multiple files with one class each
+
+
+TODO
+====
+
+* GameObject::RemoveListenerListEntry: Ughs, somebody trying to
+ implement a list class within in the GameObject?!
+
+* replace random generator with mersene twister and/or move to external/
+
+* check the code with Valgrind
+
+* static vs anonymous namespace
+
+* use Vector in Physics for 'a' and 'v'
+
+* add --datadir DIR (data/) and --userdir DIR (~/.supertux/)
+
+* make gravity a constant
+
+* funky side effect of too much global variables: when having a
+ savegame with large or firetux and then starting that game, Tux in
+ the menu background will grow and be visible that way for a fraction
+ of a second
+
+* write scripts for include sorting and include guard checking that
+ can be run automatically
+
+* md5.hpp and random_generator.hpp could go to external/
+
+* rename Vector -> Vector2f
+
+* get rid of global SDL_Screen* screen variable
+
+* identify all global variables and make them ugly (g_ or globals::)
+
+* get rid of SCREEN_WIDTH/SCREEN_HEIGHT
+
+* is version.h actually needed?
+
+* resolution menu entry moves the wrong way around
+
+* write scripts to automatically check for:
+
+ - all includes are relative to top level dir
+
+ - include guards are proper
+
+* move SVN to http://code.google.com (maybe one day)
+
+* move bugtracker to http://code.google.com (much simpler, less useless)
+
+* having dictionary_manager in Lisp is extremely ugly
+
+* enforce proper naming of files to match their class
+
+* get rid of DEBUG and conditional compilation, these should be
+ reserved for a few tiny cases, not spread all over the code
+
+* split particlesystem_interactive
+
+* Renderer::apply_config() needs to handle fullscreen switching
+
+* collect all manager classe into globals.hpp
+
+* more moving directories around?
+
+addon/
+audio/
+control/
+gui/
+lisp/
+math/
+physfs/
+sprite/
+util/
+video/
+supertux/
+ worldmap/
+ trigger/
+ scripting/
+ badguy/
+ object/
+
+* implement PNG screenshot
+
+* GL_ARB_texture_non_power_of_two returns 1 on MatroxG450, while it
+ returns "Missing" in glew info, something wrong
+
+SuperTux Editor
+===============
+
+* +/- zoom buttons do not zoom to the center of the screen
+
+* Object Tool should behave more like Inkscape:
+
+ - LMB on an object to select
+ - LMB on the background to start a select-rectangle
+ - LMB+move to drag objects it around
+ - Shift+LMB to add an object to the selection
+ - RMB for context menu
+
+* Select Tool should be removed (identical to Object Tool)
+
+* replace tool crashes:
+
+ Note: Applications can use GLib.ExceptionManager.UnhandledException to handle the exception.
+System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
+ at System.Collections.Generic.Dictionary`2[System.Object,System.Single].get_Item (System.Object key) [0x00000]
+ at LayerListWidget.VisibilityDataFunc (Gtk.TreeViewColumn Column, Gtk.CellRenderer Renderer, TreeModel Model, TreeIter Iter) [0x00000]
+ at GtkSharp.TreeCellDataFuncWrapper.NativeCallback (IntPtr tree_column, IntPtr cell, IntPtr tree_model, IntPtr iter, IntPtr data) [0x00000]
+ at GLib.ExceptionManager.RaiseUnhandledException(System.Exception e, Boolean is_terminal)
+ at GtkSharp.TreeCellDataFuncWrapper.NativeCallback(IntPtr tree_column, IntPtr cell, IntPtr tree_model, IntPtr iter, IntPtr data)
+ at Gtk.Application.gtk_main()
+ at Gtk.Application.Run()
+ at Application.Main(System.String[] args)
+
+* Replace Tool should document its functions in a status bar message
+
+* Path Tool doesn't seem to do anything
+
+* Tiles Tool doesn't display the current tile
+
+# EOF #