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todo.md

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TODO next stream

  • Level editor zoom
  • Load tileset on level load (so we can edit levels)

TODO 11/27/21

  • Make a Player struct
    • Handle animation state
    • Handle input states
  • Camera system
    • Matrix struct
    • Camera struct
    • Orthographic projection matrix
    • Camera follows player with 2x zoom
  • BBox offset/resize
  • Simple lab tileset

TODO 11/21/21

  • Cleanup/Refactor stream!
    • Make debug flag part of Debug struct.
    • Remove unnecessary prints
    • Make a 'global' Window to be used during callback fns.
    • Leverage top level imports throughout
    • Refactor checkCollision and checkCollisionRelative to return an optional entity ID instead of a bool.
    • Make active texture IDs predictable (maybe define them as enums?)
    • Add Atlas struct that can be derived from Texture (e.g. tex.makeAtlas()). Refactor Animations to use Atlases
    • Fix duplicate naming in texture.zig
    • Look into naming of texture fields (id vs name)
    • Move VAO generation and updating to the entity manager.
    • Look at switching to orphanage serializer.
    • Make a Player struct?
    • Handle animation state management in player struct.

TODO 11/20/21

  • Telly walk/run animation
  • Telly jump/fall animation
  • Improve animation definitions
  • Basic animation state management
  • Use multiple textures
  • Look at switching to orphanage serializer
  • Matrices!
  • Orthographic projection matrix
  • Create the concept of an Atlas
  • Refactor animations to use an atlas

TODO 11/18/21

  • Basic level editor
    • de/serialize level data
    • Save/load from file

TODO 11/16/21

  • Basic level editor
    • extend manager to create individual components
    • toggle between tile mode and bbox mode
    • remove bounding boxes
    • clean up level editing stuff
    • de/serialize level data
    • Save/load from file

TODO 11/15/21

  • Basic level editor
    • Fix panic from last stream
    • define bounding boxes for the environment
    • de/serialize level data
    • Save/load from file

TODO 11/14/21

  • Review what we did last time
  • Basic level editor
    • select a tile
    • click to add a tile
    • drag to "draw" tiles snapped to a grid
    • right click to delete
    • break sprite -> bbox 1:1 relationship
    • manager can debug-draw bounding boxes
    • define bounding boxes for the environment
    • de/serialize level data
    • Save/load from file

TODO 11/13/21

  • Clean up last stream's work
  • Simple environment tiles
  • Switch to OpenGL 4.5
  • Start on level editor
    • draw lines (show cursor position) | Debug shader?
    • draw cursor snapped to grid
    • draw specific textures (tilesets)
    • select a tile
    • click and drag to "draw" tiles snapped to a grid
    • define bounding boxes for the environment
    • de/serialize level data
    • Save/load from file

TODO 11/11/21

  • Basic input
  • Bounding boxes and collision detection
  • Gravity (mostly to play with collisions)

TODO ?

  • Create some openGL helpers around VAO/VBO/EBO since we're starting to create/manage them in different files
  • Level editor: undo/redo

TODO faaar in the future

  • Metal renderer (thanks Apple)
  • Vulkan renderer (replace OpenGL)?