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TODO-android.txt
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controls:
- cannot use items now.
cannot solve gate1 level in consequence, cannot heal.
- cannot enter menu from game. So cannot enter menu, cannot enter debug menu.
- cannot restart game / back to menu.
- Android: different walk touch control (rotate on drag), and then rotate faster.
special button to attack?
Also buttons to enter menu, show items, use items (just click on them) etc.
- Allow scaling touch control size to screen size?
Allow scaling it by user preference?
then remove:
NewControl.Scale := 2; // TODO: hardcoded
- when dead: now even dragging not possible
------------------------------------------------------------------------------
- shader water on fountain level adjust to GLES.
Why it still crashes? should be disabled!
- once debug menu easily reachable, revert castle_gall and cages levels visible by default?
- enter over paused scene manager (game menu on hello world leve)
still causes "notifications" dark area appear
- game menu:
// TODO:
if StateControlsMenu.ExitWithEscape
then pop self
- restore ability to close window after asking on desktop?
procedure CloseQuery(Container: TUIContainer);
begin
if MessageYesNo(Window, 'Are you sure you want to quit ?') then
UserQuit := true;
end;
- Application.Quit
does nothing on Android. just remove? or implement on android?
- in game.pas initialization:
// TODO
// Window.Container.UIScaling := usEncloseReferenceSize;
// Window.Container.UIReferenceWidth := ViewportWidth;
// Window.Container.UIReferenceHeight := 1600;
then remove FontSize force in gamegeneralmenu.pas
and fix "bonus demo levels" string
- // TODO, test results, also compress textures on Android
// TextureMemoryProfiler.Enabled := true;
- // TODO: when to save config on Android? (these 4 lines at the end
of lpr)
- make all textures already scaled on disk to power of 2
- remove delays when moving by menus and something gets initialized.
- Remove jumping puzzle on 1st level, too difficult on Android?
- ifdef out shadow option for now
- RenderDebugCaptions, RenderDebug3D effects are not visible immediately
when clicking in debug menu.
They are applied only in Update for each creature, which doesn't happen
if SceneManager is paused under menu.
------------------------------------------------------------------------------
possible kanim optimizations:
- If necessary, limit kanim smoothness.
- If needed, add interpolation at runtime to TNodeInterpolator. Make it possible to avoid at least half of ForceAnimationPose for blended objects with all opaque? Or maybe use Clone() like in Escape?
------------------------------------------------------------------------------
get new gate level geometry from warsztaty-blender.
fix back wall of house on top.
readd CGE special placeholders.