irsmsoso / dndmapper Goto Github PK
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Shmeppy but better, and for us.
Implement networking, including a server program and a differentiation in client between player and DM.
Not sure what the issue is
Add tokens, little circles that mark stuff. Try to implement in a way that supports the enlarging and shrinking of those tokens. (Probably create them as individual objects apposed to how tiles were implemented.
Sometimes it's difficult to seen a token's name due to the color of the background. Maybe some sort of outline?
Currently for painting the mouse is checked every frame. This is fine when framerate is in the 150+ range, but it means skipping over tiles that were meant to be painted at lower framerates. Implement some code that finds all the tiles between the mouse's last position and current position and paints the tiles that collide with that line.
Some of them include:
Create a better system of resource management than just hardcoding each sprite directly into the constructor of the class that needs that resource. Have all the resources be gathered at the beginning. This makes it easy to terminate program and show errors given that the necessary file resources aren't present.
The canvas will stay unexpanded and future updates will be put in the wrong place.
Make it so it's easier to implement future stuff. Probably by making the middle of the tiles 0, 0 and allowing negative locations.
Make improvements to the map saving functionality so that previous maps can easily be used in newer versions even if new features are added. Shouldn't be took difficult with protobufs.
Find better ways of not only sending and receiving data efficiently, but also of predicting movement and actions for tokens to provide a more smooth experience.
This project is in desperate need of general code cleanup and reorganization. Putting actions into specific and targeted functions and making a better way for information to travel between objects.
Implement a basic UI for the tools needed to operate the program.
Have some display of the most popular colors you have used in the past, for easy re-access.
Implement a "Pixel Perfect" mode for the painting tool that would act similar to how it does in Asesprite.
Make a queue of network messages that will stall as map loading and saving is happening in another thread. Currently, map loading causes a stutter in the program while it occurs. I anticipate this will only grow worse as the map expands.
Make it so that tokens that are picked up later in time are displayed above other tokens. Dragging a token onto another token shouldn't make it go behind that token.
Make it so that the animation for the next state (connected/disconnected) plays after the current one by extending the animated sprite class.
Make different stacked layers of menus so that a main menu can be added where you can connect to different games.
Show a little square or something when holding down the mouse as you're color picking, letting the user better see what color they are selecting.
When receiving a map update and rebuilding a map of another size, the canvas shifts on receiving size even though this isn't what we want. Probably need to shift camera offset when receiving based on the difference in sizes.
Make some cool animations to make interacting with menus and such more immersive.
BUGGED!
The lines between beads.
Current Idea is to implement a color wheel popup that can be used as a catchall for tiles, tokens, walls, and potentially some of the other stuff yet to be added.
Be able to specify a set of colors that you don't want to change, to make layering easier.
Make it so that borders automatically expand as needed.
Currently only really works at a certain resolution.
This would be down the line after some kind of menu drop down system.
Make the interpretEvent function more readable, possibly by using switch statements and adding comments.
None of the client updates (token movements) are being sent to the DM.
Learn the project and improve documentation.
Currently managing a disconnection from the server is not very good. Losing connection in game and going back to main menu doesn't cause reconnection to happen and acts as though everything is OK.
This includes the tokens underneath them.
Editing the name of a token let's you access the void. :/
Make it so that they can't be dragged off of the tile map.
I think it's an issue with updating in the min/max function.
Reorganize the project, adding new classes to move program away from main cpp file. Also add documentation to make navigation easier.
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