Updated TODO
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1. Try to make the ball go between screens.
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1. Sign Windows executable, to remove 'Unknown Publisher' warnings.
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3. Sign Windows executable, to remove 'Unknown Publisher' warnings.
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2. Figure out how to build statically-linked Mac binary, and create a build script for packaging it.
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4. Figure out how to build statically-linked Mac binary, and create a build script for packaging it.
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3. Clean up / refactor the raygui code in main.cpp, that asks user for game mode. Instead of just having a giant blob of code in main.cpp, maybe split it into a function, or move it to another file. It should be easy to split it into a different function, since none of the functions take any specific parameters. The text box function, for example, only takes in the rectangle coordinates, and the text to display. I can move the code to a function, and then pass in any parameters that I need to pass in (I don't think I need to pass many parameters, though).
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5. ----IN PROGRESS---- Figure out how to input game mode and (if applicable) IP address and port through the GUI, instead of the command-line.
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4. Use the struct to establish a connection, and to start each round (instead of sending strings).
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6. Clean up / refactor the raygui code in main.cpp, that asks user for game mode. Instead of just having a giant blob of code in main.cpp, maybe split it into a function, or move it to another file. It should be easy to split it into a different function, since none of the functions take any specific parameters. The text box function, for example, only takes in the rectangle coordinates, and the text to display. I can move the code to a function, and then pass in any parameters that I need to pass in (I don't think I need to pass many parameters, though).
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5. Add 'install' target to Meson, to allow the user to install the game. This should also copy the .so files to the right locations.
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7. Allow the user to quit before the game actually starts i.e. while they are inputting the game mode.
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6. Allow the user to specify which paddle they want to control, in multi-player mode.
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8. Add better error checking in check_server and check_client functions in check_input.cpp. e.g. If client fails to connect, display a message.
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7. Add IPv6 support for the server and client sockets (and everything that goes along with it, such as error handling for IP addresses).
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9. Add 'install' target to Meson, to allow the user to install the game. This should also copy the .so files to the right locations.
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8. Communicate the paddle reset position to the peer, after a round.
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10. Allow the user to specify which paddle they want to control, in multi-player mode.
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9. Test with valgrind.
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11. Add IPv6 support for the server and client sockets (and everything that goes along with it, such as error handling for IP addresses).
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10. Use check_client() and check_server() for CLI invocation as well, and pass a flag that indicataes whether the parameters were entered through GUI or CLI (also probably create a function to handle printing vs. GUI display).
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12. Communicate the paddle reset position to the peer, after a round.
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11. Try to make the ball go between screens.
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13. Test with valgrind.
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14. Use the struct to establish a connection, and to start each round (instead of sending strings).
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15. Use check_client() and check_server() for CLI invocation as well, and pass a flag that indicataes whether the parameters were entered through GUI or CLI (also probably create a function to handle printing vs. GUI display).
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