To do (code)

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Contents

Brief- and rough-ly

  • Find a way to know who is controlling when a collision occurs.
  • Display loading status of concept::static_map
  • Image:15px-Done.png Program crashes (exception) if no audio peripheral is available when starting the game. We would wish to display a warning and continue as mute.
  • Image:15px-Done.png use cmake/CMakeLists instead of good old make/Makefile

Functionalities

By decreasing importance

  1. implementing the network two player game
  2. managing collision events depending on the object direction (and even better, using the angle defined in ptb::physical_item)
Image:15px-Done.png managing two cameras and two or three activity zones in the two players mode
Image:15px-Done.png allowing for dynamic creation of textures (static table making count of number of visual::image using a texture identifier)
Image:15px-Done.png impossible to define joypad buttons in the controls configuration window.
Image:15px-Done.png too fast keys in the menus : taking into account pressure rather than maintaining.
Image:15px-Done.png in two players mode, the keys are being passed twice to the ptb::game class, for instance pausing is then auto-cancelled.

Coding design

  • check that no walls are being put inside ptb::population
  • prohibit instantiation of input::keyboard or input::joystick by another class but input::system

Image:15px-Done.png to clean up the module ptb and to separate what is generic to platform games from what is specific to the game Plee The Bear. Image:15px-Done.png to pass the collision system from collision_events to the module universe.

Objects

  • transfer to another level, and forgive about current level
  • transfer to another level, and save current level
  • return to a saved level
  • saving process

Windows

Level compiler

Image:15px-Done.png insure application order of set_string(), set_real(), etc.

  • when several fields are defined with the same type and sound, insure that only the latter will actually be applied.

Layers

  • create a layer for arrows and bubbles

Image:15px-Done.png change activity layer so that th player wouldn't reach out of level space. The idea in that respect is to add, during loading, blocks all around the level that the camera couldn't display. Blocks would stop only the player, the lowest ones would kill it.

Plee's status

ptbfr:À faire (code)