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# -*- org -*-
* Things To Do
** DONE Game loop
Provide a game loop structure that responds to input events,
updates the game state, renders the scene. Use a fixed update
timestep and cap the maximum FPS.
** TODO Input
Provide hooks to respond to keyboard, mouse, and joystick events.
Wrap SDL keycode, mouse button, etc. constants in our own
enumeration.
- [X] Keyboard
- [X] Mouse
- [ ] Window
- [ ] Joystick
** TODO Sprites
Encapsulates an image and all of its transformations: position,
rotation, scale, color, etc.
- [X] Add support for texture regions
- [ ] Add support for animations
- [X] Use a sprite batch when drawing if one is currently bound
** TODO Sprite batches
Efficiently render a large number of sprites. Only change OpenGL
context when necessary. For example, don't change texture when
rendering several sprites in a row that use the same one.
- [X] Add basic batching for non-scaled, non-rotated sprites
- [ ] Add transformation logic for scaling and rotating
- [ ] Add support for colors
- [ ] Add support for different blending modes
** DONE Tilesets
Break an image up into many small pieces. Useful for creating maps.
** DONE Animations
Create a data type to represent an animated sequence of textures
and/or texture regions.
** TODO Tile maps
- [ ] Create a generic tilemap module
- [ ] Create a loader for Tiled .tmx map files.
** TODO Scene graph
A tree structure that is traversed when rendering a game scene.
The graph is composed of groups and nodes. Transformations are
accumulated as the tree is walked.
** DONE Scripting
Provide a way for users to easily script 2D games using coroutines
and a scheduler.
** TODO Vectors and matrices
Vectors and matrices are needed constantly for games. Provide an
easy-to-use module that provides procedures for common
vector/matrix math operations
- [X] Vectors
- [ ] Matrices
** TODO Fonts
Use Freetype to provide font rendering procedures.
** TODO A* pathfinding
A* is a commonly used pathfinding algorithm for games. Pathfinding
is such a common task that it would be nice to provide users with
a generic implementation.
** TODO Bounding box collision detection
Most games need simple bounding box collision detection. Provide an
efficient implementation that uses quad trees.
** TODO Particle systems
Provide a highly configurible particle simulation system.
** TODO Asset Management
Provide a generic system for loading assets (images, sounds, fonts,
etc.) and storing them in a cache. Explore using weak keys so that
assets are removed from the cache when they are no longer
referenced.
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