Re: [Super-tux-devel] TODO 0.0.7
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From: Ricardo C. <ri...@ae...> - 2004-03-16 18:05:11
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I replayed to this mail and when I was just about to send it, my machine=20 frozen :( Let me see if I can remember it correctly ;) Hey! Nice to see that there is a plan already! A few comments... Em Ter=C3=A7a, 16 de Mar=C3=A7o de 2004 19:43, o Tobias Gl=C3=A4=C3=9Fer es= creveu: > Hi all > > this is the official 0.0.7 TODO list: > > On the code site: > > - Integrate lisp(reader) parser into SuperTux > and extend it (if there is a need). For example > gunzip compression with zlib would be a nice feature. > This parser will then be used for levels and any configuration > files. > I don't know anything about lisp (i learned Haskell at my college), does=20 anyone know a good (and simple :) ) documentation website about lisp? Thx. Compressing seems useless for the levelset, since those are just plain asc= ii=20 text files, but it would be of great use for tilesets. Anyway, currently,=20 network resources are ones that users lack the most, so let's try primary t= o=20 keep our packages small, instead of small in the disk. > - Improve the code reuse. We need a type that handles animations and > actions for example. The aim is to make the engine more extendible, > which goes along with the integration of the lispreader. > Well, c++ might be of good use for such thing. The current code is already= =20 compilable in g++, so only a port of structs/funcs to class would be easy.= =20 Really, an object oriented would allow much more flexible, while keeping t= he=20 code more readable and so more easy and funnier to code. > - New and more flexible level-format using the lispreader. I'm sure > discussions will take place about the exact needs, but as far as I can > see the level-format for Milestone1 needs at least 3 layers. One for > background tiles, which don't affect the gameplay. One for tiles, > which build a map and don't move for example. And one for all special > tiles (moving platforms) along with the bad guys. > The idea is to give the level designer more freedom in the details, > which means, that the level-format should be able to save the speed of > a bad_guy for example or the direction a moving platform moves to. > I don't get it why you manage to make moving platforms/bag guys as another= =20 layer. They would need a different implementation from that. > - Wheather effects. > I think having wheather effects, which could be choosen by the > level-designers, would be a great feature for SuperTux. It would make > hand drawn clouds in the background unneccassary and provide a random > and eyecandy behaviour. The first step is to create a special > engine for effects in the background. For 0.0.7 clouds should be > enough, but it is aimed to be easy extendible and things like dynamic > rain, sunshine and storm could round up the feeling later. > Those sounds really great! Would be cool to let the designer set the density and the desire area for = the=20 effects. > - Fix bugs. :) > > - Add comments to the sources. ;) > Would be cool to also agree on an indentation style ;) I would go for something like this (using tabs, instead of two spaces): void one_func() { int a, b; a =3D rand() % 20; b =3D rand() % 20; if(a =3D=3D b) { printf("You won!\n"); if(a =3D=3D 0) printf("Jackpot\n"); } else printf("Looooser\n"); } Good work, Ricardo Cruz =2D-=20 You'll never be the man your mother was! |