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TODO-bypass.txt
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TODO-bypass.txt
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scroll menu to something
lock screen, unlock screen
menu loc set back to 0
toggle info in world
episode, level
required moves, user moves
fix little hang when red car exits to win
license verification
randomly move a car if not verified...
easter egg: click on a grass, do something
something: cars are now intangible
in board description, a missing - or | means to allow the car off of the board...
grab red car as exiting, and drag to exit...
allow custom boards? does bigger than 6x6 work?
SOON:
fix dragging problem
episode 1, level 0
yellow truck collides, drag to right, but will move to left a little
jiggle car a little to indicate hitting other car, or currently locked because another car is still coasting
think about keeping track of user moves, when user goes back, like an undo, decrement counter, stack of user moves
only repaint dirty regions
world menu:
level info:
episode/pack/whatever, level index, #of cars, uuid(boards dims and placement of all cars), required moves, user moves, user time, user grade
little code in level menu:
# of loops, # of required moves, # cars
when dragging, if within 25% of stud, just go to it
no allocations when dragging
no allocations when coasting
menu
undo button
hint button
spiraling in GPPP.generalSearch?
density independent pixels
use graph paper and sketch out different screens and layouts first
DONE:
solve first level of each episode, go back to main menu, blank
fixed, nothing was repainting when nothing was shimmering
transforms for levels
speed up toggling info in level menu
after toggling info, go back to scroll position
too easy to drag and overshoot on the grid, if within 15% just snap to it
too easy to get an F, scores are now more spread out
antialiasing?
render graph as separate image (make sure to cut off exit)
get rid of uithread and draw on demand
could draw from event thread from user actions (hilite menuitem, drag menu, drag car, winner menu appears)
or could draw from simulation thread, (shimmering menu items, shimmering car, coasting car, animated grass)
separate tutorial.zip, episode1.zip, episode2.zip
from main menu, have "tutorial", "episode1", ...
level menu,
"toggle information", display required moves and user moves
fix overflow on menu labels
Deadlock -> Capsloc
nothing "rush hour"
compress sprite sheet
compress car sheet
implement saving / restoring instances
small screens
big screens
auto-scroll level menu to first ungraded level
prevent panning when exiting board
keep board centered as car is leaving
make car go slow when exiting
problem with moving real truck on level 2 on AWT, when red car is in the way
slight fudge factor for menu scrolling
dynamic menu layout
menu
reset level button
in level menu screen, clear scores menu item
winner menu coming up is slow
SurfaceView stuff
screen size
winner menu:
try again
blocked car goes and hits the blocker and coasts back
scoring
time taken
moves made
saving scores,
clip painting to screen
beat a level, do next, start second level, hit back, see empty board
no allocations in menus
no allocations in world idle
profile android
get BypassAWT build working
get BypassAndroid working (don't see MainActivity crap on startup)
switch over to using bypass everywhere
update artwork
icons for everything
save metadata in levels.zip
number of levels, etc.
zooming
as car is leaving grid, zoom
little shining animation for red car to start, and level buttons on level menu
scrolling for menus
start zooming as car leaves grid
max vel for flinging
dragging car to edge of grid takes it
generalize menu painting
put up WinningMenu
figure out best way for zoom to follow car
so that dragging is not interrupted (kind of)
just paint all background on repaint
add perimeters around joint studs
when goign from stud to stud, always coast to the next stud, not to the previous one
make sure dragging doesn't get snagged
add long road from exit
coast from winning position off screen
test boards with exits on left and right, make sure exiting works
catch cars that are coasting
flicking
fix releasing on a vertex, snapping and blocking road
do coasting within the board, from stud to stud
when dragging, determine whether to coast forward or backward
save first vertex visited when dragging.
when released on a road, try to go to the other vertex (if space is available)
stop coasting after reentering board