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authorDavid Thompson <dthompson@member.fsf.org>2013-09-04 22:58:49 -0400
committerDavid Thompson <dthompson@member.fsf.org>2013-09-06 00:09:29 -0400
commit59b767dcd56486da3a964888920b5bb30415e0de (patch)
tree45729206fb355caa464def6de24de28368a206aa
parent937f39b8c275bc191e865d1f1a7088a7029eaa53 (diff)
Update TODO list.
-rw-r--r--TODO.org38
1 files changed, 32 insertions, 6 deletions
diff --git a/TODO.org b/TODO.org
index 4f6436d..3e7707f 100644
--- a/TODO.org
+++ b/TODO.org
@@ -9,9 +9,10 @@
Games can be broken up into many chunks, called scenes. Examples
would be a main menu, a world map, a battle screen, etc.
- - [ ] Create a <scene> type that encapsulates input/render/update
+ - [X] Create a <scene> type that encapsulates input/render/update
callbacks
- - [ ] Macro for declaratively defining a scene
+ - [X] Macro for declaratively defining a scene
+ - [ ] Scene switching
** TODO Input
Provide hooks to respond to keyboard, mouse, and joystick events.
@@ -114,12 +115,37 @@
- [ ] Move to/move by
** TODO Keymaps
- Provide an Emacs-like way of defining key combinations to that
+ Provide an Emacs-like way of defining key combinations so that
multi-button input is easy for users.
- - [ ] Basic sequences (press A then B)
- - [ ] Simultaneous key presses (press A and B at the same time)
- - [ ] Timeouts (combos fail if you don't enter them quick enough)
+ The more I think about what I want, the more I realize that I am
+ describing a system that uses functional reactive programming.
+
+ - [ ] Abstract away input methods
+
+ Controls can be bound to keys, mouse, whatever
+
+ - [ ] Basic sequences
+
+ Press A then B
+
+ - [ ] Simultaneous key presses
+
+ Press A and B at the same time
+
+ - [ ] Composing sequences
+
+ Press A then B + C
+
+ - [ ] Timeouts
+
+ Press A then B then C within 15 frames time
+
+ - [ ] Sequences with actions along the way
+
+ Press A to kick, then forward + B to uppercut, within 30 frames
+ time.
+
** TODO GUI widgets
Provide a set of common graphical widgets such as buttons, scroll