📄 to_do.txt
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1. To check if not having the statement "saveHTTPStatus(NOT_FOUND);" for Midori does create a problem. - No problems reported as of date for Midori. In fact after going thru the code the implementation has been changed by Patel
2. In the commandAction() do we still need to have statements like "if (m_objGameEngine.m_nEngineMode == GameEngine.NORMAL_MODE)" & "if (m_objGameEngine.m_nEngineMode == GameEngine.PAUSED_MODE)"? - Conditions removed in Midori since it was not possible to pause / resume a game during switch overs between levels.
3. Do we need to initialise the "objBackCmd" during its creation? - Not existing for Midori.
4. Check the command types and ensure that both Midori and PPSP have the same definition. - Updated for both PPSP and Midori. For PPSP since the physical back key is not yet mapped with the negative command types the additional dummy commands are not yet added.
5. Check the usage of "try{Thread.sleep(100);}catch(Exception e){}" in Midori. - commented out in Midori.
6. Compare the language strings. (index 29, 63,64 & 77(new in PPSP)). - incorporated in Midori.
7. Check if high score animation works properly for Midori. - checked and it works properly.
8. In PPSP version try out the value of 6 for "FRAME_CHANGE_WAIT_PILLAR". - changed it to 8.
9. Need to fine tune values for GAME_LOOP_TIME, PRE_LEVEL_COMPLETE_COUNTER, LEVEL_INITIALIZE_COUNTER, LIFE_LOSE_MODE_COUNTER, PRE_GAME_WIN_COUNTER, GAME_WIN_OVER_MODE_COUNTER, LEVEL_START_MODE_COUNTER.
10. Update the random numbers to 16 as in PPSP. - changed for Midori appropriately by modifying the Random.dat
11. Check if "m_lScoreAtLevelStart" & "m_bytLifeCountAtLevelStart" are required. - not required and therefore removed in Midori and PPSP.
12. Do we need to vary the speed of Erix also in addition to the enemy speeds within the levels? - Have set the speed levels in PPSP to three for both Erix and the enemies.
Enemy cycles to be skipped for PPSP
Levels Easy Medium Hard
1-8 2 2 2
9-16 1 1 1
17-24 0 0 0
Erix cycles to be skipped for PPSP
1-24 0 1 2
13. Implementation of "relocateEnemyInCurrentRow" method is different for PPSP and Midori. - kept pending
14. Problem: Launch the app, start any new game-session, and crash into the line 3 times without scoring or touching the enemy. (navigate <up>, <left>, <down>, <right>). Observation: The end-game messages appear, and the user is taken to the main menu. After <0.5 sec the game screen is shown again, and the game is basically stuck there. - To be logged in FIDO
15. Issue: Launch the app for the first time after installation, press <back> in the language select menu, confirm to exit the application, launch it again. Observation: The language selection screen does not show up again, instead English is selected. - not critical and so kept pending
16. Pressing physical Back key should not exit the application and instead be equal to the Back SK action in PPSP.
17. Erix should not be spinning when stationary in Midori. - not sure which approach is the best. Kept pending...
18. The pillar image can be trimmed to use only a single size in PPSP.
19. Cannot we inline readRandomNumbers() within createStreamForRandomNumbers()? - inlined both for PPSP and Midori
20. Start-up time for Erix in Midori
21. Check for System.gc() in both Midori and PPSP. - removed the static call to GC.
22. For Midori Erix when played on PPSP the background needs to be cleared and the display location of the lives need to be looked into. Also the highscore display does not adapt to the screen size. - Modified appropriately. Also done some optimisations in the GameCanvas constructor for deriving xxxxColumnStartX values.
23. When there are no scores then the Clear option should not be displayed. - done
24. Softkey labels harmonising between DL and Erix for the Help screen. Should it be Ok or Back?
25. For the last life the message "Oops try again" should not appear and instead directly the "Sorry Game over" message should be displayed. - done
26. Check for Thread.sleep is Midori...
27. Remove all commented out code...
28. Can we not inline saveData() within saveHighScores()? - done for Midori
29. Check why we use "wait(GAME_LOOP_TIME - lTimeElapsed);" in GameEngine.
30. The highscore upload for other than response code 200 does not work properly. - implementation changed by Patel and tested.
31. Check for all static initialisations in all classes specially MIDlet class.
32. Can we not shift the part for displaying the "language/main menu after the splash" from the run() to the respective blocks - in keypressed and end of the splash mode run
33. Why do we initialise the m_arrHighScoreNames array to null?
34. Add a Back command to the highscore display screen (and any other screens wherever this is missing) to handle cases where the use presses the Back key.
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