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1 files changed, 2 insertions, 14 deletions
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* Milestone 1: A World That Moves
** Map & Rendering
*** DONE Update map parser to read layer information. :graphics:
-*** TODO Render multiple tile layers (simple implementation). :graphics:
+*** DONE Render multiple tile layers (simple implementation). :graphics:
** Input & Player Basics
*** TODO Build a simple input-state map (keys pressed/held). :input:
@@ -14,11 +14,9 @@
*** TODO Implement a basic `scene` that holds a list of entities. :scene:
*** TODO Write `scene-add-entity!` and `scene-foreach-entity`. :scene:
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* Milestone 2: Seeing & Controlling Things
** Sprite Rendering
-*** TODO Load a texture and draw a static sprite. :graphics:sprites:
+*** DONE Load a texture and draw a static sprite. :graphics:sprites:
*** TODO Add sprite reference to player entity plist. :entities:
** Input → Actions
@@ -28,8 +26,6 @@
** Entity Utilities
*** TODO Write plist helpers for entity data (ref, set!, update!). :entities:plist:
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* Milestone 3: A Moving Camera, Gravity & Scene Loading
** Camera
*** TODO Implement a basic camera struct with x/y. :graphics:camera:
@@ -43,8 +39,6 @@
*** TODO Make a function to load a scene from a tilemap name + prefab list. :scene_management:
*** TODO Add a per-entity :init function for initialization. :entities:
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* Milestone 4: Collisions, Prefabs & Simple Enemies
** Collision
*** TODO AABB overlap function. :physics:collision:
@@ -58,8 +52,6 @@
*** TODO Add simple FSM fields (:state, :next-state) to an enemy entity. :ai:
*** TODO Implement “idle → patrol” logic in enemy update. :ai:
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* Milestone 5: Animated Tiles, Entity Collisions & More Player Feel
** Graphics Polish
*** TODO Add tile animation metadata to tileset. :graphics:animation:
@@ -73,8 +65,6 @@
*** TODO Add :speed and :jump-strength fields to player plist. :entities:
*** TODO Make movement feel nicer by tweaking acceleration/velocity. :physics:
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* Milestone 6: Audio, UI & Better Enemy Logic
** Audio
*** TODO Bind essential SDL2_mixer functions via FFI. :audio:
@@ -89,8 +79,6 @@
*** TODO Implement “patrol direction switch” when hitting tile edges. :ai:
*** TODO Let enemy react to player proximity (simple check). :ai:
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* Milestone 7: Pathfinding, Better Scenes, More Polish
** Pathfinding
*** TODO Implement A* node structure and open/closed sets. :ai:pathfinding: