X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=TODO;h=b0540b23828dc78aa42f5e816b0a63d786b27212;hb=9b9fcf99b03eda31245eea662663014dcc768cda;hp=21b90ac7088310e220894b4897b7cd850fe721cf;hpb=3c9ecb9409672c6a8c62ceb64767287bc59de501;p=supertux.git diff --git a/TODO b/TODO index 21b90ac70..b0540b238 100644 --- a/TODO +++ b/TODO @@ -1,170 +1,373 @@ +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) - hopefully ok - * 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. - - done for rectangles, fixes the issues with blocks and enemies hitting - when they should get squished, still it's not optimal as when hitting 2 - blocks now only 1 gets cleared... - * 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 - ok - * 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 - * background particle systems are too slow - ok - * buttjump is deactivated - ---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] Tiles constructed with image-region are not drawn coordinates < 0 - -[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 - -[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 + +* static vs anonymous namespace + +* check the code with Valgrind + +* use Vector in Physics for 'a' and 'v' + +* replace random generator with mersene twister and/or move to external/ + +* write/finish scripts for include sorting and include guard checking that + can be run automatically + +* md5.hpp and random_generator.hpp could go to external/ + +* write scripts to automatically check for: + + - all includes are relative to top level dir + + - include guards are proper + +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 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 + +* 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 + +* having dictionary_manager in Lisp is extremely ugly + +* enforce proper naming of files to match their class + +* get rid of NDEBUG and conditional compilation, these should be + reserved for a few tiny cases, not spread all over the code + +* split particlesystem_interactive + +* collect all manager classe 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 + +* 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 + +* file naming is inconsistent: some times we use '_' to separate + words, sometimes we don't + +* 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 + +* cleanup scripting interface + +* remove cloud tiles, replace with decal + +* 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 and 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 allows >1GB repositories (haven't checked all, + but those I did came out way short) -> could use lethargik.org + +* some free hosters that might allow >1GB repositories don't allow + having multiple repositories + +* 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 Resolution +==================== + +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 #