Roadmap
🔴 Phase 1: Fixes and Technical Debt Cleanup (High Priority)
Fixing broken nodes: Repair defective nodes (e.g., NoeudActionClignotement and others) that were impacted by the "lost target" bug (__OBJET_IMPLIQUE__).
Overhaul of hardcoded translations: Track down and replace all hardcoded strings in recent files so they all use Traducteur.get("key"), to facilitate internationalization without having to dig into the Java code.
Camera display fix: In CanvasEditeur.java, move the drawing of the camera rectangle to the very end of the render loop so it always appears on top of the objects (essential for visually managing parallax).
🟡 Phase 2: Touch Ergonomics Improvements (Editor Comfort)
Blueprint Navigation (Pinch-to-Zoom): Implement the ScaleGestureDetector in CanvasBlueprint.java (as is already the case in CanvasEditeur.java) to zoom intuitively by pinching the screen.
Floating tool window (Editing Popup): Create a small draggable floating panel in the scene editor, grouping quick actions (Move, Scale, Rotate) near the selected object, to avoid going back and forth with the top menu.
Assets panel overhaul: Replace the current system of folder creation and separate display with a nested and visually more appealing tree view (TreeView), allowing the contents of subdirectories to be seen directly in the list.
Snapping tool: Develop a system for perfect object alignment on a grid or relative to the edges of other assets to prevent unintentional overlapping when creating levels.
🟢 Phase 3: New "Core" Features (Advanced Mechanics)
The Instantiation Revolution (Scenes as Layers/Objects):
Upgrade the rendering engine (VueJeu.java) to allow the superposition of multiple scenes on the fly (layer system).
Create a "Prefabs" (Templates) system: be able to save a complete scene (an enemy with its logic, a complex object) and instantiate it in another scene just like a simple ObjetBase.
Physics Engine Evolution: Enrich MoteurPhysique.java (which is currently very basic) to offer more dynamic physical behaviors (forces, masses, friction, advanced bounce types).
Dialogue system improvement: Add advanced visual parameters (customizable background image, color, opacity/alpha level) to the text display system.
Animation Editor Evolution: Enrich the small animation creation window by adding thumbnail previews and new transition settings.
Separate Functions Editor (Global Accessibility): Allow independent Blueprint scripts (files stored in the functions folder) to have direct read/write access to the object list, tags, and global variables of the application from the node editor interface