Updated TODO
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							| @@ -1,14 +1,11 @@ | ||||
| 1. Try to make the ball go between screens. | ||||
| 3. Sign Windows executable, to remove 'Unknown Publisher' warnings. | ||||
| 4. Figure out how to build statically-linked Mac binary, and create a build script for packaging it. | ||||
| 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. | ||||
| 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). | ||||
| 7. Allow the user to quit before the game actually starts i.e. while they are inputting the game mode. | ||||
| 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. | ||||
| 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. | ||||
| 10. Allow the user to specify which paddle they want to control, in multi-player mode. | ||||
| 11. Add IPv6 support for the server and client sockets (and everything that goes along with it, such as error handling for IP addresses). | ||||
| 12. Communicate the paddle reset position to the peer, after a round. | ||||
| 13. Test with valgrind. | ||||
| 14. Use the struct to establish a connection, and to start each round (instead of sending strings). | ||||
| 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). | ||||
| 1. Sign Windows executable, to remove 'Unknown Publisher' warnings. | ||||
| 2. Figure out how to build statically-linked Mac binary, and create a build script for packaging it. | ||||
| 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). | ||||
| 4. Use the struct to establish a connection, and to start each round (instead of sending strings). | ||||
| 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. | ||||
| 6. Allow the user to specify which paddle they want to control, in multi-player mode. | ||||
| 7. Add IPv6 support for the server and client sockets (and everything that goes along with it, such as error handling for IP addresses). | ||||
| 8. Communicate the paddle reset position to the peer, after a round. | ||||
| 9. Test with valgrind. | ||||
| 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). | ||||
| 11. Try to make the ball go between screens. | ||||
|   | ||||
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