X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=TODO;h=5f8d17f6231ac1f421bfc2452d6b7dc309b72560;hb=5208dfd7712323660403102db9c9d85d7e4b0386;hp=3a7e6225d6ac3cf33e5ca834cfaab3f49cc6bb73;hpb=384f33b49b18d8a7e532442c8da45f7bc8427129;p=supertux.git diff --git a/TODO b/TODO index 3a7e6225d..5f8d17f62 100644 --- a/TODO +++ b/TODO @@ -1,75 +1,354 @@ +SuperTux TODO +============= -- To do for Milestone1 - -http://super-tux.sf.net/ - -Last update: May 3, 2004 - -These are mostly bugs: - -Todo ----- -H: high priority -L: low priority - -[H] Scrolling is broken, if you fastly reverse around the middle of the screen - the scrolling has sudden hickups. Also the scrollstart position still isn't - the same as before the changes. -[H] Frame ratio code has been changed and so the animation may need tuning. - Somebody do some testing and change the definitions regarding this. -[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. -[L] change lispreader to throw exceptions instead of simply assert() on - syntax error -[L] tux sometimes makes short jumps in the endsequence, mostly when - going through the goal with a small jump, might be old_up related -[L] fadein/out for intro/extro would be nice -[L] when bumping a special with 2 blocks at once, it won't change direction -[L] tux get killed if he kicks a iceblock while at the same time - bouncing on the roof -[L] tux can be killed by back bouncing iceblocks in the exit sequence - (all enemies should be removed/turned to coins once the exit - sequence started) -[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] Life counter should be decreased once the die-animation starts, - not when it ends -[L] Enemies should turn upside down after being hit by an kicked - iceblock -- leveleditor crashs when pressing the button with the levelsettings - - -Stuff for past milestone1: --------------------------- -Note that this list is far from complete, but lists some bugs that we don't want -to touch before milestone1 at the moment. -- You shouldn't be able to stand on invisible blocks, before you bumped them -- bombs should explode directly when hit by another bomb or a mr.iceblock -- we only have a global counter for multiple coin blocks. This should be handled - per block. -- We should reduced the width of tux collision rectangle so that he falls easier - between 1 tile wide holes. -- The enabled/disabled icon in the options shouldn't be a cross. Some people - think the options are disabled because they're crossed. Better use a green - check mark. - -Fixed ------ - -- leveleditor lacks enemies support (will be fixed soon by Tobias) -- points aren't reset when gameover -- when jumping into the exit with a star, the endgame music will change back to - levelmusic after a short time -- when jupming against the 2nd multiple coin block in a level only 1 coin will - come out. -- when you interrupted the intro (by going to credits for example) and go back - to it, tux doesn't jump anymore -- supertux crashs from time to time - fixed -- mriceblock doesn't fall down when being squished in the air - fixed -- It's not possible to duck while jumping - fixed -- Intro/Extro textspeed is CPU dependent - fixed -- sometimes the level restarts/you die after collecing a growup - fixed -- mriceblock doesn't disapear after being kicked my another iceblock, - not sure when exactly it happens, might depend on direction or so - fixed +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/ + +* 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_${PATH_TO_FILE}_HPP + +TODO +==== + +* GameObject::RemoveListenerListEntry: Ughs, somebody trying to + implement a list class within in the GameObject?! + +* add --datadir DIR (data/) and --userdir DIR (~/.supertux/) + +* make gravity constant + +* rename Vector -> Vector2f + +* get rid of global SDL_Screen* screen variable + +* get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse + +* resolution menu entry moves the wrong way around + +* having dictionary_manager in Lisp is extremely ugly + +* enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so) + +* file naming is inconsistent: some times we use '_' to separate + words, sometimes we don't + +* collect all manager classes into globals.hpp + +* more moving directories around? + +addon/ +audio/ +control/ +gui/ +lisp/ +math/ +physfs/ +sprite/ +util/ +video/ +squirrel/ + for generic squirrel code +supertux/ + worldmap/ + trigger/ + scripting/ + for scripting wrapper code + badguy/ + object/ + +* implement PNG screenshot + +* having hitbox in Sprite is fugly + +* write decal object that doesn't have hitbox + +* implement surface and/or sprite scaling (MipMaps?) + +* add code that compares the last Log line with the current, if they + are the same reject them and just output something like: + + * last line has been repeated X times + +* implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html + +* workaround for Ubuntu pulseaudio/OpenAL brokeness: + +$ 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) + +* add pipe graphics that makes a 90 degree turn + +* 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 + +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 + } +}; + +Subversion->Git/Mercurial/Bzr Move +================================== + +* right now a switch doesn't seem to be worth it + +* core issue right now isn't SVN, but old SVN version on lethargik.org + (lacks merge tracking, issues with viewvc) + +* cleanup SVN to make import into other version control systems possible: + + - Should we merge trunk/supertux-milestone1 and trunk/supertux when switching to Git/Hg/...? + +Mistakes: incorrect branch creation: r5201-5207 + +tags/start # unknown +tags/supertux # unknown +tags/supertux_0_1_0 +tags/supertux_0_1_1 +tags/supertux_0_1_2 +tags/supertux_0_1_3 + +branches/cobble # unknown +branches/milestone1 # unknown +branches/new-collision-detection # unknown +branches/README # documentation that will be lost in conversion +branches/supertux # unknown +branches/supertux_0_1_1_branch +branches/supertux-box2d # mathnerd (trash) +branches/supertux-editor-newdrawing # editor +branches/supertux-editor-newdrawing2 # editor +branches/supertux-milestone1-olpc # supertux-milestone1 +branches/supertux-milestone2-grumbel # supertux +branches/supertux-nogl # supertux(?) +branches/supertux-sharp # another supertux editor +branches/unison-video # ??? +branches/vendor # ??? CVS crap + +trunk/cobble # some editor? +trunk/CVSROOT # ??? CVS crap +trunk/htdocs # htdocs +trunk/jnrcol +trunk/media +trunk/SDL_tty +trunk/setup2x +trunk/supertux +trunk/supertux-editor +trunk/supertux-milestone1 +trunk/supertux-portable +trunk/supertux-sharp +trunk/wiz-test + + +Potential Git Issues +==================== + +* lack of sparse/narrow/shallow checkout, this means initial checkout + will be 200MB instead of 100MB + +* no free hoster that allow multiple >1GB repositories -> could use lethargik.org + +* git submodule doesn't seem to be quite ready to replace our + trunk/supertux, trunk/supertux-editor, trunk/media/, ... layout as + it for example doesn't support automatic tracking of HEAD from the + remote repositories, it also feels rather hacky and not properly + integrated into git + +* lack of metadata versioning, if you delete a branch in git that you + haven't merged, then its gone after the next gc/repack (+ two weeks + time limit it seems), in SVN on the other side you can checkout the + way the tree was at a specific date, its impossible to lose history + unless you hack the repository + +svn2bzr.py +========== + +Committed revision 5727 +Committed revision 5728 +Committed revision 5729 +Committed revision 5730 +Traceback (most recent call last): + File "./svn2bzr.py", line 194, in + main() + File "./svn2bzr.py", line 187, in main + log=log) + File "./svn2bzr.py", line 88, in svn2bzr + creator.run() + File "/mnt/bzr/svn2bzr/branchcreator.py", line 622, in run + entries = self.filter_entries(entries) + File "/mnt/bzr/svn2bzr/branchcreator.py", line 671, in filter_entries + entries = self.filter_moves(entries) + File "/mnt/bzr/svn2bzr/branchcreator.py", line 727, in filter_moves + entries = self.filter_simult_fren_dirmove(entries) + File "/mnt/bzr/svn2bzr/branchcreator.py", line 784, in filter_simult_fren_dirmove + newfname = svnrelpath(newdpth, newfpth) + File "/mnt/bzr/svn2bzr/branchcreator.py", line 60, in svnrelpath + raise errors.PathNotChild(path, base) +bzrlib.errors.PathNotChild: Path "trunk/media/images/creatures/mr_cherry/cherrybomb.xcf" is not a child of path "trunk/media/images/creatures/mr_bomb" + +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 + + +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. + +# EOF #