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authorDavid Thompson <dthompson2@worcester.edu>2014-01-23 20:40:25 -0500
committerDavid Thompson <dthompson2@worcester.edu>2014-01-23 20:40:25 -0500
commit68b141aee9690042f3dfc59a240b2633d29313e0 (patch)
tree4a8de741ca6c7d2f7f14d421efc463e3eb8e0683 /TODO.org
parent8b9f05a2c0a32b8d2970f5c0e5f0cf7bd9d25160 (diff)
Update TODO list.
Diffstat (limited to 'TODO.org')
-rw-r--r--TODO.org41
1 files changed, 13 insertions, 28 deletions
diff --git a/TODO.org b/TODO.org
index f51dfcc..9e06250 100644
--- a/TODO.org
+++ b/TODO.org
@@ -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