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author | David Thompson <dthompson@member.fsf.org> | 2013-09-04 22:58:49 -0400 |
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committer | David Thompson <dthompson@member.fsf.org> | 2013-09-06 00:09:29 -0400 |
commit | 59b767dcd56486da3a964888920b5bb30415e0de (patch) | |
tree | 45729206fb355caa464def6de24de28368a206aa | |
parent | 937f39b8c275bc191e865d1f1a7088a7029eaa53 (diff) |
Update TODO list.
-rw-r--r-- | TODO.org | 38 |
1 files changed, 32 insertions, 6 deletions
@@ -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 |