I'm spending some days at my mom's house. The next point I wanted to do is the H-events missing in the previous release. But I can't do them when she is around me. So, when I can't do H-events, I work in the next point from my list: "Improving the depth assignation algorithm."
More than a list, it should be a diagram:
The fact is that I was examining my first depth algorithm and I discovered than it actually doesn't need to be improved, because it was quite good. That's why is good to know algorithmic. Here you have the explanation of how it works: WARNING - the next part of the entry can be really boring.
The objective of the depth algorithm I first designed is to order the sprites in game (Beth, enemies, items, rocks, trees... etc) by its Y coordinate. So, sprites with higher Y coordinate must be drawn above sprites with less Y coordinate. So, each photogram, I must re-order the array of sprites by its Y coordinate and give them the corresponding Flash's depth.
Most of people believe that the best sorting algorithm is Quicksort. They are wrong. The best sorting algorithm for a problem depends of the problem. In this case, the event of a sprite moving behing another is something that rarely happens. Thus, the array of sprites doesn't need to be sorted in most of cases, or at lest, barely sorted. And for those cases, the best sorting algorithm is Insertion, that in this case is mostly linear -> O(n).
And that's why I haven't needed to change my depth assignation algorithm.