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Task list for Blob Game
Which props do we want to save? definitely body type.
Brief overview of how to place actors and change their parameters. Also list the keyboard shortcuts.
Spin the blob CW for right and CCW for left and also apply magical forces to each respective direction.
get basic camera working on a non blob. Then replace with blob.
Figure out math using origin.
Allow user to remove Actors from a Level. Make sure it is compatible with Dan's Undo/Redo framework.
F1 = Help Window
F2 = Add Actor
F3 = Move/Select Actors
F4 = Remove Actor
F5 = Run/Pause game
These keys should only work in Edit state.
ftp://ftp.graviscom.com/devel/qt/iso/polygonizer.pdf
http://code.google.com/p/molj/source/browse/trunk/src/cct/poly/Polygonizer.java?r=27
Add table for Body properties, make sure it is scrollable.
Headers for both tables labeling Actor and Bodies
rig them to follow the body around and also make sure that they dont collide with the blobs particles. Would be nice to have the graphics for the eye shrink the further they are from the center of the blob (fakes depth as in Blob 2 http://pwnscone.com/blob/Blob.html).
make FPS counter toggle-able if it appears onscreen.
you know what i mean dano
Make selecting and moving of actors compatible with Command framework for undo/redo
actor selector and parameter list should be scrollable.
We have map files and graphical assets in random places. We should try to get them to all be in BlobGame instead of BlobGame-android and BlobGame-desktop.
Different bodies need to ignore collision with each other. Blob's eye should ignore the particles for instance.
setProp conditional
and get Prop conditional
especially level.load
WASD n stuff
Class full of static methods to convert primitive wrappers to primitives.
ex:
Float to float
Float to int
Integer to double
Integer to float
Allow user to add Actors to the Level. Make sure it is compatible with Dan's Undo/Redo framework.
Creates actors at a regular interval.
Should be able to poop out actors randomly from a list.
The spawner should be invisible and also have an inactive body for compatibility reasons.
Create a new level
friction, gravity, mass, momentum etc
Dan's doing this.
Low Priority.
We need a function that sorts actors according to their layer using a stable sort. That means they can use insertion, merge, Tim, bubble... any stable sort.
http://en.wikipedia.org/wiki/Sorting_algorithm#Comparison_of_algorithms
I suggest insertion sort.
Assigned to Mark
taking into account origin on I/O
actor list, not the actor itself.
Right now it just uses the object's default type.
TEST FOR ISSUES
It is unsure how well Layers work
??
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