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57 lines
2.8 KiB
57 lines
2.8 KiB
TODAY'S GOAL:
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-1. Learn std::initializer_list by using it.
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0. \ua3fd causes the character immediately after to vanish. Make a test and solve it.
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1. Why do Sliders only have to be kept around forever and can't go in containers like everything else?
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2. Why are sliders not selected when I click on them? Is it a hover?
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3. Why do fonts render blank? Also when I scroll they slowly disappear until there's a column.
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* \u2738 is missing on the row when in grid but works when clicked.
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* A designer tool to help find characters for foreground, background, and figure out their colors.
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* renderer's mouse coordinates are totally wrong. Need to put glyph bounds into the panel and then you can ask if a mouse click is on a panel, and what the _panel's_ coordinates are.
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* Use a vector of strings with 1 char each again.
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TODO:
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* Refine the event handling to pass most of them to the gui panels and then I can intercept them.
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* Resolve fmt::format vs std::format.
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* Fix " room should always be found"
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* Fix BUG markers as much as possible.
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* Make room generation have "texture" or state like mossy, flooded, etc.
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* A condition map that indicates what each tile's condition is, so it can have "watery", "wet", "mossy", "burned", and that changes the color of the foreground/background but not the actual tile.
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* A tile will then denote a kind of surface, so stone, water, lava, etc.
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* Lua integration
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* Enemies stuck in walls after generation.
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* Save file needs work, it's not saving gold and lights.
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* Move all keyboard and mouse events into SFMLRender so it's completely abstracted away and can be changed to a different backend if I want.
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* When fighting two enemies with lots of attacks it crashes because one dies and isn't there. Test by making enemies immortal.
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* LightRender can just use the Dijkstra map paths to calculate light strenght from the point rather than doing the box thing.
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* $paths.$paths is annoying.
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* Format of pre/post in dbc isn't consistent with the rest of the lib but I also maybe don't need the function version?
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* I can do headless windows in renderer for testing.
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- renderer.$window.setVisible(false);
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* Think up an enemy system.
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* Write a method for renderer that can translate coordinates.
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* Can std::any be defaulted to a noop in the events?
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* Inventory needs to be better, but need some kinds of "weapons" or other loot to get and not just gold.
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* Create a few more enemy types to fight.
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* Devise a more complete map/world generator that can use the loot and enemies better.
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* Maybe an LOS system, but the hearing version works pretty well so far.
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* Probably a system for mapping collision types to sound effects, rather than having the GUI do it.
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* Write a test that generates a ton of maps then confirms there's a path from one room to every other room?
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* check out SoLoud.
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* BUG: When enemies die they can be overlapping another enemy.
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