+ TODO
-- 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
-
-[?] When jumping into a brick and there is a powerup, it should change
- direction or not, depending where the collision was. It currently sucks.
- - Discuss this, is that really what we want?
-[?] Default keyboard setup should change. Up will be needed for other features
- like going through doors and looking up, etc.
-
-[H] Make sure there are no invalid tile numbers in the level files
- - Tile 6 occurs in world1/level5.stl as well as other levels
-[H] Adding objects should be done by adding them into a queue and then
- physically added at the end of Sector::action()
- - may cause crashes otherwise (due to iterators)
- - see world1/level7.stl, killing the bombs
-[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)
-[H] Buttjump related things
- ? Right now only breaks bricks beneath tux - what else should it break
- - Should kill enemies with a certain range
- - Done--now needs to be tweaked
- - Animation (need images)
- ? Should disable Tux's movement temporarily (1 second?)
-[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] Dead Tux/badguys should be drawn on top of the foreground layer
-[H] Graphics
- - New forest tileset
- - Badguy sprites
- - Tux's buttjump animation
-
-[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
-[M] bombs should explode directly when hit by another bomb or a mr.iceblock
- - right now they transform into a "squished mrbomb"
-
-[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.
-
-Beyond Milestone2
------------------
-- More things than just levels on the worldmap (similar to SMB3)
+The TODO is now located at http://supertux.lethargik.org/wiki/TODO