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Difference between revisions of "TODO-List"
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− | This is | + | 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. | ||
+ | |||
+ | ==TODO List as of March of 2015== | ||
+ | |||
+ | ===Translation Related Stuff=== | ||
+ | *http://supertux.lethargik.org/bugs/view.php?id=106 | ||
+ | |||
+ | ===Graphic Related Stuff=== | ||
+ | *make "downer" lava tiles for the newer lava graphics. WIP by Sydney. | ||
+ | *Iced Cherry bomb graphics are ugly. http://supertux.lethargik.org/bugs/view.php?id=1036 WIP by Sydney | ||
+ | * Stone Tux graphics would be nice. Tobbi and Sydney tried but didn't get far. contact them if you want to see what they have so far. http://supertux.lethargik.org/bugs/view.php?id=1072 | ||
+ | * Tree Boss need Graphics improvement. | ||
+ | |||
+ | ===Code Related Stuff=== | ||
+ | *https://github.com/SuperTuxTeam/supertux/issues/14 | ||
+ | *http://supertux.lethargik.org/bugs/view.php?id=1052 | ||
+ | *https://github.com/SuperTuxTeam/supertux/issues/24 | ||
+ | |||
+ | ===Level Related Stuff=== | ||
+ | *On going task, always WIP it seems. Mostly fixed though. http://supertux.lethargik.org/bugs/view.php?id=1016 | ||
+ | *Add ghost tree level: http://supertux.lethargik.org/bugs/view.php?id=1037 | ||
+ | |||
+ | |||
+ | ===Editor related Stuff=== | ||
+ | *http://supertux.lethargik.org/bugs/view.php?id=1066 | ||
+ | *http://supertux.lethargik.org/bugs/view.php?id=1056 | ||
+ | *http://supertux.lethargik.org/bugs/view.php?id=1055 | ||
+ | |||
+ | ===Mailing List stuff=== | ||
+ | *http://supertux.lethargik.org/bugs/view.php?id=1073 | ||
+ | |||
+ | ==OLD TODO LIST== | ||
[[Category:Development]] | [[Category:Development]] | ||
==Major Issue== | ==Major Issue== | ||
− | + | * Memory leaks : Assigned to Tobbi, fixed soon | |
− | * | + | * See if anything is usefull in [[Editor_Ideas]] |
− | + | * Make any editor working correctly | |
− | + | ||
− | + | ||
− | * | + | |
− | * | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
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− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
==Minor Issue== | ==Minor Issue== | ||
− | + | ===Internationalisation=== | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
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− | + | ||
**Translation of menu and worlds [https://www.transifex.com/projects/p/supertux/] | **Translation of menu and worlds [https://www.transifex.com/projects/p/supertux/] | ||
− | **Font | + | **Font improve (needs feed back: arabic and cyrillic) |
===Graphic Tasks=== | ===Graphic Tasks=== | ||
− | * | + | * make downer tiles of lava flow |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
* Frozen enemies | * Frozen enemies | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
* Consolidate/cleanup/organize image files and tilesets | * Consolidate/cleanup/organize image files and tilesets | ||
* Find a way to make the menu border work | * Find a way to make the menu border work | ||
Line 72: | Line 60: | ||
:brown castle tiles | :brown castle tiles | ||
:some blue castle tiles | :some blue castle tiles | ||
− | : | + | :ghostly word |
− | + | ||
* Fill out some of the new tilesets or remove (e.g. blue mtn.) | * Fill out some of the new tilesets or remove (e.g. blue mtn.) | ||
− | |||
* Animate some badguy deaths | * Animate some badguy deaths | ||
* LiveFire final sprite | * LiveFire final sprite | ||
* Alternative candle sprites (animated background torches, glowing crystals, maybe a brazier/open flame, maybe a light bulb) | * Alternative candle sprites (animated background torches, glowing crystals, maybe a brazier/open flame, maybe a light bulb) | ||
− | * Need parallax versions of backgrounds | + | * Need parallax versions of backgrounds (in forest) |
* Visual effects for willowisp warp and level flip | * Visual effects for willowisp warp and level flip | ||
* Fix Tux graphics ugliness (floating debris outside of Tux and transparent holes inside) | * Fix Tux graphics ugliness (floating debris outside of Tux and transparent holes inside) | ||
* Replace airarrow with one that is both visible and isn't confusing (maybe a glowing sprite w/o Tux) | * Replace airarrow with one that is both visible and isn't confusing (maybe a glowing sprite w/o Tux) | ||
* General icons for jump and action buttons, can be used on billboards and in keybinding menu | * General icons for jump and action buttons, can be used on billboards and in keybinding menu | ||
− | |||
− | === | + | ===Coding Task === |
− | + | * Internationalization of add-on | |
− | * | + | * Improve font support for diacritics |
− | * | + | * Code buttjumpable when frozen for spiky and jumpy |
+ | * Code effect of Iceflower on forest badguys | ||
+ | * Improve fish | ||
+ | :it also looks weird when fish disappears in transparent water | ||
+ | :start of the jump should depend on top of water- i.e. be dynamic for moving water tiles | ||
+ | *the backflip billboard doesn't work if "jump with up" is not selected | ||
+ | |||
+ | |||
+ | ===Sound effect=== | ||
*Splash effect when falling in water | *Splash effect when falling in water | ||
Line 97: | Line 90: | ||
===Coding Standard Stuff=== | ===Coding Standard Stuff=== | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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* remove overuse of multi-inheritance | * remove overuse of multi-inheritance | ||
Line 120: | Line 98: | ||
* check the code with Valgrind and profilers | * check the code with Valgrind and profilers | ||
* use Vector in Physics for 'a' and 'v' | * use Vector in Physics for 'a' and 'v' | ||
− | * replace random generator with | + | * replace random generator with C++11 stuff |
* md5.hpp and random_generator.hpp could go to external/ | * md5.hpp and random_generator.hpp could go to external/ | ||
* write/finish scripts to automatically: | * 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 | |
+ | ** remove trailing whitespace | ||
===Suggesions=== | ===Suggesions=== | ||
+ | * 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 a system that allows to attach comments to specific regions in a level | * implement a system that allows to attach comments to specific regions in a level | ||
* implement a tool to "screenshot" a complete level | * implement a tool to "screenshot" a complete level | ||
Line 135: | Line 132: | ||
* make gravity constant-> To be discussed… | * make gravity constant-> To be discussed… | ||
* rename Vector -> Vector2f | * rename Vector -> Vector2f | ||
− | |||
* get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse, give them a proper name at least -> to think when upgrading to SDL2 | * get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse, give them a proper name at least -> to think when upgrading to SDL2 | ||
* resolution menu entry moves the wrong way around | * resolution menu entry moves the wrong way around | ||
Line 141: | Line 137: | ||
* enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so) | * 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 | * file naming is inconsistent: some times we use '_' to separate words, sometimes we don't | ||
− | |||
* implement PNG screenshot | * implement PNG screenshot | ||
* having hitbox in Sprite is fugly | * having hitbox in Sprite is fugly | ||
− | |||
− | |||
* add code that compares the last Log line with the current, if they are the same reject them and just output something like: | * 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 | ** last line has been repeated X times | ||
* implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html | * implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html | ||
− | |||
− | |||
− | |||
− | |||
− | |||
* peaking up/down doesn't work properly | * peaking up/down doesn't work properly | ||
* peaking left/right should make Tux look into that direction (up/down to, needs new sprites) | * peaking left/right should make Tux look into that direction (up/down to, needs new sprites) | ||
− | |||
* cleanup scripting interface | * cleanup scripting interface | ||
* replace cloud tiles with decals | * replace cloud tiles with decals | ||
− | |||
− | |||
* add support for automatic scrolling backgrounds | * add support for automatic scrolling backgrounds | ||
* add direct reading of Vector2f to Reader/lisp | * add direct reading of Vector2f to Reader/lisp | ||
− | |||
* refactor Camera code, break ugly long functions into pieces and such | * 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) | * 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) | ||
Line 170: | Line 154: | ||
* add multicolored gradients (see Windstille source code, which can deal with Gimp gradients) | * 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 | * fix alpha blending in the SDL renderer, currently all sprites (Tux, etc.) appear transparent | ||
− | |||
− | |||
− | |||
− | |||
− | |||
* shadow font glyphs bleed into other glyphs | * shadow font glyphs bleed into other glyphs | ||
− | |||
* sprite/sprite.cpp: frame should never get out of range: | * sprite/sprite.cpp: frame should never get out of range: | ||
− | |||
if((int)frame >= get_frames() || (int)frame < 0) | 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; | 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 | * Surface::hflip() is used exactly once, should probally be part of the constructor | ||
Line 188: | Line 164: | ||
* random idea to restructure engine stuff (might lead to nicer code and easier scriptability (and a need to rewrite lots of stuff...): | * 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 | + | class SomeBadGuy : public PhysicsCallbackListener // or use boost::function |
− | { | + | { |
− | private: | + | private: |
− | + | PhysicsPtr box; | |
− | + | SpritePtr sprite; | |
− | + | ||
− | public: | + | 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== | ==Random Notes== | ||
Line 230: | Line 206: | ||
image_size = (1 - parallax_speed) * screen_size + level_size * parallax_speed | image_size = (1 - parallax_speed) * screen_size + level_size * parallax_speed | ||
− | def calc(parallax, screen, tiles): | + | def calc(parallax, screen, tiles): |
return (1 - parallax) * screen + parallax * tiles * 32 | return (1 - parallax) * screen + parallax * tiles * 32 | ||
+ | Whats the point in adding new features while the existing features and badguys can't be used due to lack of images or animations? | ||
+ | As long as all these points haven't been fixed, Milestone 2 will not be considered as Stable, so won't be released. | ||
+ | == 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. | ||
+ | |||
+ | == 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 |
Latest revision as of 00:39, 7 April 2015
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.
Contents
TODO List as of March of 2015
Translation Related Stuff
Graphic Related Stuff
- make "downer" lava tiles for the newer lava graphics. WIP by Sydney.
- Iced Cherry bomb graphics are ugly. http://supertux.lethargik.org/bugs/view.php?id=1036 WIP by Sydney
- Stone Tux graphics would be nice. Tobbi and Sydney tried but didn't get far. contact them if you want to see what they have so far. http://supertux.lethargik.org/bugs/view.php?id=1072
- Tree Boss need Graphics improvement.
Code Related Stuff
- https://github.com/SuperTuxTeam/supertux/issues/14
- http://supertux.lethargik.org/bugs/view.php?id=1052
- https://github.com/SuperTuxTeam/supertux/issues/24
Level Related Stuff
- On going task, always WIP it seems. Mostly fixed though. http://supertux.lethargik.org/bugs/view.php?id=1016
- Add ghost tree level: http://supertux.lethargik.org/bugs/view.php?id=1037
- http://supertux.lethargik.org/bugs/view.php?id=1066
- http://supertux.lethargik.org/bugs/view.php?id=1056
- http://supertux.lethargik.org/bugs/view.php?id=1055
Mailing List stuff
OLD TODO LIST
Major Issue
- Memory leaks : Assigned to Tobbi, fixed soon
- See if anything is usefull in Editor_Ideas
- Make any editor working correctly
Minor Issue
Internationalisation
- Translation of menu and worlds [1]
- Font improve (needs feed back: arabic and cyrillic)
Graphic Tasks
- make downer tiles of lava flow
- Frozen enemies
- Consolidate/cleanup/organize image files and tilesets
- Find a way to make the menu border work
- A waterfall to match the new water look
- Fix tiling issues
- crystal cave tiles
- brown castle tiles
- some blue castle tiles
- ghostly word
- Fill out some of the new tilesets or remove (e.g. blue mtn.)
- Animate some badguy deaths
- LiveFire final sprite
- Alternative candle sprites (animated background torches, glowing crystals, maybe a brazier/open flame, maybe a light bulb)
- Need parallax versions of backgrounds (in forest)
- Visual effects for willowisp warp and level flip
- Fix Tux graphics ugliness (floating debris outside of Tux and transparent holes inside)
- Replace airarrow with one that is both visible and isn't confusing (maybe a glowing sprite w/o Tux)
- General icons for jump and action buttons, can be used on billboards and in keybinding menu
Coding Task
- Internationalization of add-on
- Improve font support for diacritics
- Code buttjumpable when frozen for spiky and jumpy
- Code effect of Iceflower on forest badguys
- Improve fish
- it also looks weird when fish disappears in transparent water
- start of the jump should depend on top of water- i.e. be dynamic for moving water tiles
- the backflip billboard doesn't work if "jump with up" is not selected
Sound effect
- Splash effect when falling in water
Misc.
From previous TODO list, some point should be rethink, or may have been corrected …
Coding Standard Stuff
- 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 C++11 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
- remove trailing whitespace
Suggesions
- 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 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-> To be discussed…
- rename Vector -> Vector2f
- get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse, give them a proper name at least -> to think when upgrading to SDL2
- 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
- implement PNG screenshot
- having hitbox in Sprite is fugly
- 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
- peaking up/down doesn't work properly
- peaking left/right should make Tux look into that direction (up/down to, needs new sprites)
- cleanup scripting interface
- replace cloud tiles with decals
- add support for automatic scrolling backgrounds
- add direct reading of Vector2f to Reader/lisp
- 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
- shadow font glyphs bleed into other glyphs
- 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
Whats the point in adding new features while the existing features and badguys can't be used due to lack of images or animations?
As long as all these points haven't been fixed, Milestone 2 will not be considered as Stable, so won't be released.
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.
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