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-rw-r--r--game.adb33
1 files changed, 29 insertions, 4 deletions
diff --git a/game.adb b/game.adb
index 557ccf2..7eadaa3 100644
--- a/game.adb
+++ b/game.adb
@@ -1392,6 +1392,25 @@ begin
Close_Window;
end;
+-- TODO: Eyes of Father changing as the Player gets closer:
+-- - Closed
+-- - Open
+-- - Happy (very important to indicate that he's not hostile)
+-- TODO: Eye Angle Speed
+-- For smoother transitions. Especially from Open to Closed if we decide
+-- that the Closed eyes should always point down
+-- TODO: Surprised Eeper face you run into it by yourself (something like this o_O)
+-- TODO: Set working directory to where the exec is
+-- TODO: Eyes for the Player.
+-- The denote last direction of the step.
+-- TODO: Touch father starts NG+
+-- TODO: Desaturate the colors
+-- TODO: Properly disablable DEV features
+-- TODO: Rename some definitions within the code
+-- - Boss -> Eeper
+-- - Shrek -> Guard
+-- - Urmom -> Mother
+-- - New_Game -> Father
-- TODO: Default 16:9 resolution
-- TODO: Fullscreen mode
-- TODO: Compile MinGW build with Windows Subsystem (so it does not show cmd window)
@@ -1438,15 +1457,21 @@ end;
-- TODO: Allow moving with arrows too
-- TODO: Camera shaking when big bosses (Shrek and Urmom) make moves
-- TODO: Initial position of the camera in map.png
+-- The Father's position.
-- TODO: Indicate how many bomb slots we have in HUD
-- TODO: Menu
-- TODO: WebAssembly build
-- https://blog.adacore.com/use-of-gnat-llvm-to-translate-ada-applications-to-webassembly
-- TODO: Primed bombs should be barriers
--- Be careful with the order of Path Finding Map Recomputation
+-- - Be careful with the order of Path Finding Map Recomputation
-- 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.
--- That enables escaping first boss btw.
--- TODO: placing a bomb is not a turn (should it be tho?)
--- TODO: Path finding on a separate thread
+-- - That enables escaping first boss btw.
+-- - I think they should be not. Because on top of breaking bosses
+-- they remove the possibility to spawn the bomb on the player.
+-- Something that makes the controls actually simpler.
+-- TODO: Placing a bomb is not a turn (should it be tho?)
+-- TODO: Disallow placing bomb on the same position more than once
+-- TODO: Explosions should trigger bombs?
+-- TODO: Path finding in a separate thread