X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=TODO;h=efaf6915a5ce6f565338c3642ffdad1dfe8f0829;hb=979bf5ca023c037ecc5aa824f9d4c83f8391b90a;hp=ef55c15f7a430adf232e15b55a9320715a1aca51;hpb=3369ed08e4b7126af560dc5f9c3442fc76b43ab4;p=supertux.git diff --git a/TODO b/TODO index ef55c15f7..efaf6915a 100644 --- a/TODO +++ b/TODO @@ -1,81 +1,284 @@ +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 - -[?] 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) +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 #