diff options
author | David Thompson <dthompson2@worcester.edu> | 2014-01-23 20:40:25 -0500 |
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committer | David Thompson <dthompson2@worcester.edu> | 2014-01-23 20:40:25 -0500 |
commit | 68b141aee9690042f3dfc59a240b2633d29313e0 (patch) | |
tree | 4a8de741ca6c7d2f7f14d421efc463e3eb8e0683 | |
parent | 8b9f05a2c0a32b8d2970f5c0e5f0cf7bd9d25160 (diff) |
Update TODO list.
-rw-r--r-- | TODO.org | 41 |
1 files changed, 13 insertions, 28 deletions
@@ -5,15 +5,6 @@ updates the game state, renders the scene. Use a fixed update timestep and cap the maximum FPS. -** DONE Game scenes - Games can be broken up into many chunks, called scenes. Examples - would be a main menu, a world map, a battle screen, etc. - - - [X] Create a <scene> type that encapsulates input/render/update - callbacks - - [X] Macro for declaratively defining a scene - - [X] Scene switching - ** TODO Input Provide hooks to respond to keyboard, mouse, and joystick events. Wrap SDL keycode, mouse button, etc. constants in our own @@ -109,24 +100,12 @@ referenced. - [ ] Create asset cache - - [ ] Investigate automatic asset reloading. - -** TODO Actions - Provide a library of coroutines that perform commonly used - time-based actions such as linear interpolation. It would be nice - to have a way to make these easily composable as well. - - - [X] Make actions composable - - [X] Linear interpolation (lerp) - - [ ] Move to/move by + - [ ] Investigate automatic asset reloading ** TODO Keymaps Provide an Emacs-like way of defining key combinations so that multi-button input is easy for users. - 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 @@ -145,16 +124,20 @@ Provide a set of common graphical widgets such as buttons, scroll bars, and sliders. -** TODO REPL +** DONE REPL Provide a REPL that plays nice with the game loop. Easier said than done. - [X] Modify Guile's REPL to work with the game loop - Short-term solution that *mostly* works - - [ ] Write a new REPL that runs in the current thread + - [X] Write a new REPL that runs in the current thread - Use coroutines - Read user input from a separate thread so as to not block the main thread + - Will be available in Guile 2.0.10! + +** TODO Entity/Component system + This may or may not be a good idea. Investigate it. ** DONE 0.1 Release An official 0.1 alpha release with basic, minimal functionality @@ -169,8 +152,10 @@ - [X] Fix animation bug ** TODO 0.2 Release - - [ ] New REPL server + - [X] New REPL server + Use the (system repl coop-server) module in Guile 2.0.10. - [ ] Screencast - - [ ] Keymaps - - [X] Better scene management - - [ ] More documentation + - [ ] Relatively complete documentation + - [ ] Clean up font module + - [ ] Finish FRP module + - [ ] Make basic webpage with HTML docs |