diff options
author | rexim <reximkut@gmail.com> | 2024-03-17 04:55:51 +0700 |
---|---|---|
committer | rexim <reximkut@gmail.com> | 2024-03-17 04:55:51 +0700 |
commit | e61308f4d15c59ba497013283e10676af6a2c52b (patch) | |
tree | 6f217c2ec316e5e7d658cafb621b3c527eca7602 /game.adb | |
parent | 5e9f4139c31b1d5a7199117f9e7125a08fbb1b9d (diff) |
Update TODOs
Diffstat (limited to 'game.adb')
-rw-r--r-- | game.adb | 26 |
1 files changed, 16 insertions, 10 deletions
@@ -129,7 +129,6 @@ procedure Game is Put_Line("WARNING: could not load colors from file " & File_Name & ": " & Exception_Message(E)); end; - -- TODO(tool): move this to a hotreloadable config TURN_DURATION_SECS : constant Float := 0.125; SHREK_ATTACK_COOLDOWN : constant Integer := 10; BOSS_EXPLOSION_DAMAGE : constant Float := 0.45; @@ -773,7 +772,8 @@ procedure Game is begin if Game.Player.Dead then -- TODO: when the player revives themselves they are - -- being put into bomb selection mode which is weird + -- being put into bomb selection mode if they hold the + -- space key which is weird if Space_Down then Game_Restore_Checkpoint(Game); Game.Player.Dead := False; @@ -850,7 +850,7 @@ procedure Game is if not Game.Bosses(Me).Dead then Recompute_Path_For_Boss(Game, Me, SHREK_STEPS_LIMIT, SHREK_STEP_LENGTH_LIMIT); Game.Bosses(Me).Prev_Position := Game.Bosses(Me).Position; - -- TODO: Shrek should attack on zero just like a bomb. + -- TODO: Boss should attack on zero just like a bomb. if Game.Bosses(Me).Attack_Cooldown <= 0 then declare Current : constant Integer := Game.Bosses(Me).Path(Game.Bosses(Me).Position.Y, Game.Bosses(Me).Position.X); @@ -1057,8 +1057,6 @@ begin Swallow_Player_Input; end if; - - -- TODO(tool): save current checkpoint to file for debug purposes end if; if Game.Turn_Animation > 0.0 then @@ -1120,14 +1118,20 @@ begin Close_Window; end; --- TODO: mechanics to skip a turn --- TODO: placing a bomb is not a turn (should it be tho?) --- TODO: tutorial does not "explain" how to place bomb +-- TODO(content): Side-room after first boss with Gnomes that drop keys to unlock bombs for the Second Boss +-- TODO: Smarter Path Finding +-- - Recompute Path Map on each boss move. Not the Player turn. Because each Boss position change may affect the Path Map +-- - Move Bosses starting from the closest to the Player. You can find the distance in the current Path Map. +-- TODO: Third Boss +-- TODO: Visual Clue that the Boss is about to kill the Player (only one step in Path Map) +-- TODO: Show Boss Cooldown timer outside of the screen somehow +-- TODO(content): "tutorial" does not "explain" how to place bomb -- TODO: keep steping while you are holding a certain direction --- Cause constantly tapping it feels like ass +-- Cause constantly tapping it feels like ass. -- TODO: count the player's turns towards the final score of the game -- We can even collect different stats, like bombs collected, bombs used, -- times died etc. +-- TODO: Player pushing bombs mechanic -- TODO: animate key when you pick it up -- Smoothly move it into the HUD. -- TODO: Different palettes depending on the area @@ -1139,7 +1143,7 @@ end; -- TODO(polish): Boss Death animation -- TODO(polish): Cool effects when you pick up items and checkpoints -- TODO: Initial position of the camera in map.txt --- TODO: Inidicate how many bomb slots we have in HUD +-- TODO: Indicate how many bomb slots we have in HUD -- TODO: Windows Build -- https://www.adacore.com/download/more -- TODO: Menu @@ -1149,3 +1153,5 @@ end; -- and the Player Bomb Placement. Map must be recomputed only after -- the bombs are placed for the turn. This is related to making placement -- of the bombs a legit turn. +-- TODO: placing a bomb is not a turn (should it be tho?) +-- TODO: NG+ which rounds you back to the beginning |