- Member AnimEvent::AnimEvent (Object *obj, Uint16 length, Uint16 edelay=0, Uint32 switchstate=NOTHING, Mix_Chunk *asound=NULL, EmptyAnimationPtr runanim=EmptyAnimationPtr()) 
- Get rid of the delanim parameter
 
- Class Bomb  
- How to create TriggeredBomb when we use dynamic plugins, etc? (ok for now) 
 
- Member Character::fall (Uint16) 
- clean up this mess with fall/move
 
- Member Character::move (Uint16 dt, bool check=false) 
- clean up this mess with move and fall
 
- Class Erik  
- Implement water (STATE_WATER) 
Add jump and run attacks  
 
- Class Fang  
- Add claw attack 
 
- Class Monster  
- Clean up the mess of AI functions. 
 
- Member Monster::addTouch (std::set< Object * > &) 
- Clean up this mess
 
- Member Object::clearEvents () 
- Is there a way to solve this better?
 
- Member Object::pos  
- Document this! Upper left logical position of the object (used for decisions)
 
- Class ObjectsPool  
- Move the Object creation code to the objects and remove all dependencies to the objects/ headers. 
Cleanup the whole mess.  
 
- Member ObjectsPool::addObjectbyName (const string &obj, Sint16 x=0, Sint16 y=0, const ParameterMap ¶m=ParameterMap(), bool outside=false) 
- Move this code to the objects Add objects by their names 
 
- Member Player::addEnter (std::set< Object * > &) 
- dynamic_casts are not nice solutions
 
- Class Scenario  
- Move the Caches into the current map as well? 
 
- Namespace std  
- Create a game class and move almost all remaining global variables/functions there...
Generated on Sun Feb 5 13:02:39 2006 for Lost Penguins by
 1.3.8
 1.3.8