A simple library for writing 2D games as well as a few simple games built on top of it. Initially created for the Faculty of Information Technologies in Mostar as part of a competition.
Custom message broadcasting should be implemented as it could be useful for events such as collision detection alert or other custom alerts that users might want to define. This feature should be first designed and then implemented.
Typer's typing logic if sloopy. There should only be one word that is checked for valid key strokes and that's the one that is being typed (instead of every word entity checking for valid keystrokes on the keyDown event). If no word is being typed then the words should be searched from bottom to top.
TicTacToe is currently using the GridEntity to implement some game logic and this has resulted with the GridEntity destroying the entities that are not created by it in its destructor and in removeEntity(). This is fine for the TicTacToe sample but will probably be problematic if used in other games.
A special grid entity class should be created for the TicTacToe sample and the GridEntity class should be fixed to not delete anything that wasn't allocated by it.
The sample games should show errors in a message box on runtime if some file is missing or some other critical error is found. This is related to Issue #14.
A message box with custom title and message body should be implemented in Fitgy so that any applications using Fitgy can show runtime errors (when a file is missing for example). Optionally, the user should be able to specify weather it's an error, warning or info message (the appropriate icon should appear in the message box).
Use std::auto_ptr instead of raw pointers where appropriate in Fitgy classes. std::auto_ptr should be used only for those members that are allocated inside the same class where they are declared.
SDL_image supports many formats (BMP, PNM, XPM, LBM, PCX, GIF, JPEG, PNG, TGA, and TIFF) and it's hopefully going to simplify the usage of transparent images (using the PNG format). It should be only required to change the way ImageEntity handles image loading, no changes are required in the sample games.
The only thing that's left to make Typer playable is the game logic. The speed of the falling words should be computed from the scored points or from the elapsed time of the background music track.