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TODO.txt
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/-------------------------\
AstroAttack TODO list
\-------------------------/
* High priority *
* Medium priority *
- Mac OS X error: "Loading music: Unrecognized music format"
- Screen resolution/mouse/camera not yet perfect: try it with resolution 1000x400
- Falling player, move cursor out of window, move back, strange behavior of camera
- rule of three?
- Fix TODOs
- asynchonous fading out music (separate thread)
- Test OpenGL error checking (glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR) did not generate error)
- Kontakt Events nicht für jeden Box2D Kontakt erzeugen, sondern Box2D Kontakte zuerst verarbeiten und zusammenfügen.
- GUI System
- Konkave Polygone im Editor
- Handle UTF-8 symbols in the slide show state (a multi-byte character is treated as single bytes)
- Migrate XML files to INFO (slide show, config, resource)
* Low priority *
- Think about fonts (FontW_b?)
- Use boost::signals instead of Event.h (really?)
- Don't use GL_RGBA if not needed (Texture.cpp)
- Main menu performance is lower than game?
- Options screen
- Improve level editor
- Startup beschleunigen
- Improve jump animation
- Replace if (var==NULL) by assert(var!=NULL) (really?)
- Make data creation Wiki/howto. Tools: OptiPNG
- Zoom out when cursor is far away
- Walk animation velocity according to player speed
- Kamera-Interpolation bei MoveAbsolute und RotateRelative
- Soundklasse erweitern (ausschaltbar;beim Faden nicht warten;abfragen können, ob ein Sound gerade abgespielt wird)
- Animation für Kiste stossen
- Energie und Energie-Killer
- Gegner (Monster)
- Port to CMake
- Maybe use unordered_map
* ? *
- Delay wenn Gravitationsfeld wechselt
- Spiel stoppen (pausieren) wenn fenster nicht aktiv ist.
- Jede C++,h Datei oben kurz Dokumentieren
DONE:
# this is history now, see version system #
- Font resolution independent
- Aspect ration instead of wide-screen mode
- improve logger
- Set all files to EOL style LF in SVN
- Fix round planet gravitation/rotation
- In component INFO files: change 'id' to 'type' and 'name' to 'id'
- Entities as pure aggregation
- Fixed rotation issue with strange physical behavior (ex. level 2 under "arrow")
- Fixed strange flickering when rotating around planet (was bad angle interpolation)
- Fehlerchecking und Beschreibung beim Level Laden
- Use physical state interpolation instead of extrapolation
- Make camera functionality frame rate independent
- Bug: can't fly away from wall if you jump near a wall
- XML node names (maybe capital beginning?)
- FPS display
- Migrate to pugixml
- Align text
- Command line arguments
- Abstract Box2D (remove Box2D dependencies in non-physics parts)
- Organize components
- Edge effect (texture)
- Text is too big
- Time Accumulator besser anwenden
- Refactored event system (using templates now)
- Clean up TODO (high/low priority)
- Changed static local variables to member variables
- Use make_shared
- Simplify playerCompPhysics->GetBody()->GetContactList() (in CompPlayerController.cpp)
- Parameters: -- instead of -
- Change V-Sync to on/off in log
- ========= OpenGL Error: 1280: invalid enumerant =========
- Delay wenn Jack Seite wechselt
- Never set string = NULL in XmlLoader
- Korrektur in Intro-Bild
- Maussensibilität einstellbar
- Flexiblere Einstellungen (mit xml)
- Ein- und Ausgabe von XML-Dateien
- Wenn Links- / Rechtstaste nur kurz gedrückt wird, keine ganze Schrittanimation machen
- Font Klasse kann sagen wie breit und hoch ein bestimmter string sein wird.
- Slide Show: Zurückgehen-Taste
- Trigger
- Fix: Mega Jump, Collision at head, stop problem
- Time Akkumulator verbessern
- Renderer Interface-Funktionen (nie direkt OpenGL aufrufen)
- Read level from file
- EventManager Registrierungsobjekt anstatt Funktion
- Spielersteuerung (mit Physikbibliothek)
- Basic physics
- Config file with options like window informations
- Dokumentation auf Deutsch
- Change name of Vector__2D
- Compillierung beschleunigen (unnötige #includes weg)
- Standart C++ Names
- Initialize pointer members in the constructor's initialization list
- Minimize dependencies by storing members as pointers
> For the 2 above: ( http://www.goingware.com/tips/parameters/membervars.html#ptrmembers )
- Check if constructors realy allocated space (if new has found space) -> GameApp.cpp
- Dir() function in Vector__2D class that returns the direction of the vector (unit vector)
- Initialize oder set pointers to NULL if they havent an address (after delete always set to NULL)
- Check if pointers are NULL before using (ex. PolygonCollision::Intersect)
- Camera Bug if too much zoom (have to update cursor pos in world)
- Make unchangeable variables or parameters const
- More security in Logger class (check if file is open)
- Smart Pointers - Exception Sicherheit
- Physik optimieren (mit Box2D)
(Quadtree / Space partitioning) nicht nötig wegen Box2D
- Von double auf float vechseln
- Level-Missionen (Trigger)