X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=TODO;h=efaf6915a5ce6f565338c3642ffdad1dfe8f0829;hb=16102ebbcdafe2b008d223f35bea25b76862b6bf;hp=a45161033f9e68f26b7ea6fad1c9eab3bd304f1a;hpb=1bde9a8c14f9bd0dd15d6728051a0c571afb3158;p=supertux.git diff --git a/TODO b/TODO index a45161033..efaf6915a 100644 --- a/TODO +++ b/TODO @@ -1,51 +1,284 @@ +SuperTux TODO +============= -- To do for Milestone1 - -http://super-tux.sf.net/ - -Last update: April 26, 2004 - -These are mostly bugs: - -Todo ----- -L: low priority - -[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 -- 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. - -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/ (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 + +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 + + +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. + +Graphic Tasks +============= + +* animate cave background torch: data/images/tiles/background/backgroundtile3.png + +* do parallax tiles + +* remove lightmap tiles + +* redraw/replace data/images/tiles/waterfall/ + +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 + +# EOF #