3 * Sprite doesn't support animations.
5 * Give World::player an Entity descriptor file.
6 What does an Entity descriptor file contain? What is an Entity?
7 -> Entity is the most complicated descriptor. It will take a while to
8 design. It's the only descriptor with multiple types which are each
9 different. It's possible that each type of entity will require a
12 * Avoid window damage when another window moves on top.
13 We have an optimization that makes our window only redraw itself if something
14 in the game world changed. This causes redraw requests when another window is
15 passing over us to be ignored.
17 Gosu might be forked to be explicit about the difference between timer-based
18 redraw requests and ones spawned by window damage.
20 Gosu already has a Window::loseFocus() method. What would it take to have a
23 * Support multiple TileSets per TMX map.
25 * Area Tiles should support animations.
27 * Refactor the movement polling code from buttonDown() into update().
29 * Move player handling code to its own class.
31 * Adopt a unified structure for singletons. Use either the World singleton form
32 or the Log singleton form.
34 * Add brief or brief+long Doxygen Documentation to all public and private
35 classes, functions, structs, and enums.
37 * Change config file to layman's format, rename to "config.(ini|cfg)". Possibly
38 use Boost's "Program Options" library, or make our own simple parser, or use
39 the one that Paul wrote for old Tsunagari.