+SuperTux 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
-
---Scons--
- * [H] Add an install target - done (however scons is creating stupid .sconsign
- files at the install location :-/)
- * [M] improve opengl check to work on win32 and eventually more strange
- systems again
- * [H] Make sure compilation on win32 and cross-compilation works
- * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image.
- Also test for version of SDL_mixer and SDL_image
- * [M] Create a distclean target
- * [M] Create a dist target
- * [M] Add instructions to the README
- * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake
- * [L] Take a look if it is possible to make it a bit more quiet. (Similar to
- linux kernel, samba or jam output would be optimum, ie.
- C++ build/linux/src/bla.o
- C++ build/linux/src/blup.o
- C++ build/linux/src/error.o
- Error on line xx in error.o: This source contained an error
-
- 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)
- * 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...
- ** implement 1up - ok
- ** implement star - ok
- * bring back the enemies
- - add activation again
- - make api simpler
- - implement jumpy - ok
- -* implement spiky - ok
- - implement snowball - ok
- - 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
- * 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.
- * 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
- * reimplement spikes as objects
- * 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
-
---Code Refactoring/Cleanup/Optimisation--
-[H] make the title using GameSession instead of reimplementing all the stuff
-[L] rename gameloop.* files to gamesession.*
-[L] rename GameObject::action to GameObject::update()
-[L] use physfs for loading files
-[L] eventually move over new lispreader code from tuxkart
-[L] change physics class y-velocity-coordinate to be like all other
- y-coordinates again (positive y to go down)
-[M] harmonize to 1 single gameloop that switches between title, worldmap,
- 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
-
---Miscellaneous--
-[?] think about how to implement scripting, and how to make a simple and easy to
- use api for the scripting interface
- (language will probably be lua - just have to figure out how well we can do
- without OO support in the scripting language.
- Other candidates are python, ruby and less likely java, mono/.net,
- surely no own invention, perl or 1 of these c-like scripting languages)
-
-[?] Default keyboard setup should change. Up will be needed for other features
- like going through doors and looking up, etc.
- Up arrow - Look up / activate
- Down arrow - Look down / duck
- Left arrow - Left move
- Right arrow - Right move
- Ctrl - Run / Power
- Space - Jump
-
-[H] Worldmap should have a flag to allow to go to another map after finishing
- a level from that one.
- It might be cool to have a (place group in the worldmap file that would
- allow such stuff as: levels, messages, wrapping and worldmap changing
- (or even combinations).
-[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 (still to be discussed)
- - 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] Graphics
- - New forest tileset
- - Badguy sprites
- - Tux's buttjump animation
-[H] Background code have the following bugs:
- - Gradient in software rendering doesn't currently work (at least here).
- Matze: can you give more details? The code looks perfectly fine to me
-
-[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 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
- - Not sure if this would be gameplay wise.
-
-Beyond Milestone2
------------------
-- More things than just levels on the worldmap (similar to SMB3)
+This is a list of tasks and issues that might be worth to implement or
+fix. This list is however not an authorative list of things that must
+be done, its a collection of random things that pop up during
+development, therefore not everything in here might be well thought
+out or worth to implement. Use your brain before implementing anything
+on this list and always think about how useful a new feature would be
+in the context of the whole game or if a potential performance
+enhanchment, actually enhanchmes anything at all.
+
+Coding Standard Stuff
+=====================
+
+* 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",
+
+* 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
+
+* Decide what to do with magic constants of objects (static vs anonymous namespace vs lisp property)
+
+* check the code with Valgrind and profilers
+
+* use Vector in Physics for 'a' and 'v'
+
+* replace random generator with mersenne twister and/or move to external/ (maybe use boost's random stuff)
+
+* md5.hpp and random_generator.hpp could go to external/
+
+* write/finish scripts to automatically:
+
+ - make all includes relative to top level dir
+
+ - sort includes (.hpp file, then system includes, then other project files)
+
+ - include guards proper and of the form HEADER_SUPERTUX_${PATH_TO_FILE}_HPP
+
+TODO
+====
+
+* implement a system that allows to attach comments to specific regions in a level
+
+* implement a tool to "screenshot" a complete level
+
+* GameObject::RemoveListenerListEntry: Ughs, somebody trying to
+ implement a list class within in the GameObject?!
+
+* add --datadir DIR (data/) and --userdir DIR (~/.supertux/), allow multiple --datadir's
+
+* make gravity constant
+
+* rename Vector -> Vector2f
+
+* get rid of global SDL_Screen* screen variable
+
+* get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse, give them a proper name at least
+
+* resolution menu entry moves the wrong way around
+
+* having dictionary_manager in Lisp is extremely ugly
+
+* enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so)
+
+* file naming is inconsistent: some times we use '_' to separate
+ words, sometimes we don't
+
+* collect all manager classes into globals.hpp
+
+* more moving directories around?
+
+addon/
+audio/
+control/
+gui/
+lisp/
+math/
+physfs/
+sprite/
+util/
+video/
+squirrel/
+ for generic squirrel code
+supertux/
+ worldmap/
+ trigger/
+ scripting/
+ for scripting wrapper code
+ badguy/
+ object/
+
+* implement PNG screenshot
+
+* having hitbox in Sprite is fugly
+
+* write decal object that doesn't have hitbox
+
+* implement surface and/or sprite scaling (MipMaps?)
+
+* add code that compares the last Log line with the current, if they
+ are the same reject them and just output something like:
+
+ * last line has been repeated X times
+
+* implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html
+
+* workaround for Ubuntu pulseaudio/OpenAL brokeness:
+
+$ cat ~/.alsoftrc
+drivers = oss
+
+* peaking up/down doesn't work properly
+
+* peaking left/right should make Tux look into that direction (up/down to, needs new sprites)
+
+* keep possible future SDL1.3 upgrade in mind (what has changed?)
+
+* cleanup scripting interface
+
+* replace cloud tiles with decals
+
+* option menu has text overlap in "aspect ratio"
+
+* jumping up from an enemy doesn't make a sound?
+
+* add support for automatic scrolling backgrounds
+
+* add direct reading of Vector2f to Reader/lisp
+
+* replace bell with 'reset block', that starts to glow once bumped
+ into (or something different)
+
+* refactor Camera code, break ugly long functions into pieces and such
+
+* allow fully custom magnification levels from command line (maybe GUI
+ to if there is a proper/easy way to let the user enter numbers)
+ (--magnification or -g WIDTHxHEIGHT:ASPECTX:ASPECTY@MAGNIFICATION)
+
+* use AnchorPoint in Background instead of Alignment
+
+* allow gradients to parallax scroll like Background (make it optional)
+
+* add multicolored gradients (see Windstille source code, which can deal with Gimp gradients)
+
+* fix alpha blending in the SDL renderer, currently all sprites (Tux,
+ etc.) appear transparent
+
+* position of statistics text on the worldmap doesn't scale properly with resolution it seems
+
+* gluBuild2DMipmaps leads to blurriness, maybe lack of magic offset
+ (0.375f, 0.375f, 0.0f) or something else
+
+* font system has blending artifacts at non-1x magnifications, need to
+ have an transparent pixel between letters
+
+* add a (border #t) flag to fonts, that allows to use fonts which have
+ a 1px transparent border around glyphs, which is needed to get rid
+ of blending artifacts in OpenGL
+
+* mouse cursor has blend artifact on high magnification
+
+* shadow font glyphs bleed into other glyphs
+
+* in DrawingRequest "void* request_data;" is only free'ed, but the
+ destructor never gets called
+
+* sprite/sprite.cpp: frame should never get out of range:
+
+ if((int)frame >= get_frames() || (int)frame < 0)
+ log_warning << "frame out of range: " << (int)frame << "/" << get_frames() << " at " << get_name() << "/" << get_action() << std::endl;
+
+* Surface::hflip() is used exactly once, should probally be part of the constructor
+\f
+Scenegraph and Physics Engine Restructuring
+===========================================
+
+* random idea to restructure engine stuff (might lead to nicer code
+ and easier scriptability (and a need to rewrite lots of stuff...):
+
+class SomeBadGuy : public PhysicsCallbackListener // or use boost::function
+{
+private:
+ PhysicsPtr box;
+ SpritePtr sprite;
+
+public:
+ SomeBadGuy(Engine& engine)
+ {
+ box = engine.physics().create_box(Rectf(0,0,32,32));
+ box->register_listener(this);
+ sprite = engine.graphics().create_and_add_sprite("Foobar");
+ }
+
+ void update(float delta)
+ {
+ // not much to do, as most stuff is done internally in the engine
+ if (dead)
+ {
+ sprite->replace_with("Foobar_dead");
+ }
+ else
+ {
+ sprite->hide();
+ sprite->set_pos(box->get_pos());
+ }
+ }
+
+ // no more draw(), done by the scene graph
+
+ void on_collision(CollisionData data)
+ {
+ // respond
+ }
+};
+
+Random Notes
+============
+
+* calculate the size of an background image that should fill the screen:
+
+ image_size = (1 - parallax_speed) * screen_size + level_size * parallax_speed
+
+def calc(parallax, screen, tiles):
+ return (1 - parallax) * screen + parallax * tiles * 32
+
+\f
+Supported Resolutions
+=====================
+
+SuperTux shall support resolutions from 640x480 to 1280x800 at a magnification of 1x.
+For resolutions higher, such as 2560x1600, upscaling will be used.
+For resolutions smaller, like 320x240 downscaling will be used.
+
+Higher resolution graphics for 2x maginification might be provided.
+Lower res graphics for 0.5x maginification might be provided as well.
+
+Resolution and magnification can be freely configured by the user within the given limits.
+
+In tiles this means we have 40x25 (=1280x800px) tiles per screen.
+\f
+Graphic Tasks
+=============
+
+* animate cave background torch: data/images/tiles/background/backgroundtile3.png
+
+* do parallax tiles
+
+* remove lightmap tiles
+
+* redraw/replace data/images/tiles/waterfall/
+\f
+Music Recode
+============
+
+Currently the music makes up a large chunk of the total tarball
+size. Compression could fix this:
+
+ ,-- Size of data/music/*.ogg
+ V
+40MB - Current quality in SVN
+24MB - Default oggenc quality (3)
+14MB - oggenc at 0 quality
+10MB - oggenc at -1 quality
+
+No audible difference on my sound setup. -- grumbel
+\f
+# EOF #