Cpp issueshttps://gitlab.fsi.hochschule-trier.de/groups/GameDevWeek/sommersemester-2019/cpp/-/issues2019-09-23T08:13:23Zhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/18Animations2019-09-23T08:13:23ZFlorian OetkeAnimationsPlayer: move/attack, stationary attack, hit, death, Enemies: move, attack, death. Player: move/attack, stationary attack, hit, death, Enemies: move, attack, death. Georg SchaeferGeorg Schaeferhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/17Models2019-09-21T15:51:21ZFlorian OetkeModelsLevel Tiles (Wände, Start, Ziel), Player, Enemies. Level Tiles (Wände, Start, Ziel), Player, Enemies. https://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/16Sound-Effects2019-09-20T19:45:20ZFlorian OetkeSound-EffectsPlayer: move, attack, stationary attack, hit, death, spawn | Enemies: move, attack, death. Player: move, attack, stationary attack, hit, death, spawn | Enemies: move, attack, death. Florian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/15Music2019-09-21T14:39:51ZFlorian OetkeMusicMinimum Viable Producthttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/13UI: Game-Over2019-09-23T08:13:17ZFlorian OetkeUI: Game-OverGame-Over screen shown after player-death. Next: Intro-Screen. Game-Over screen shown after player-death. Next: Intro-Screen. https://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/12UI: Intro2019-09-23T08:13:13ZFlorian OetkeUI: IntroStart Screen after initial calibration or game over. Next: Game or calibration. Start Screen after initial calibration or game over. Next: Game or calibration. Kevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/11UI: Calibration Screen2019-09-21T20:04:13ZFlorian OetkeUI: Calibration ScreenFirst screen used to calibrate sound/graphic delay/jitter (see Crypt of the Necrodancer). First screen used to calibrate sound/graphic delay/jitter (see Crypt of the Necrodancer). Minimum Viable ProductGeorg SchaeferGeorg Schaeferhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/10UI: HUD2019-09-17T16:03:05ZFlorian OetkeUI: HUDLevel-Timer and Beat-Indicator. Level-Timer and Beat-Indicator. First PlayableKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/9Highlevel Gameplay2019-09-18T10:52:31ZFlorian OetkeHighlevel GameplayWin/Loose Conditions, Level-Timer, Damage on hit/missed-beat (=> Message-Bus). Win/Loose Conditions, Level-Timer, Damage on hit/missed-beat (=> Message-Bus). First PlayableFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/8Beat-Detection2019-09-19T14:07:34ZFlorian OetkeBeat-DetectionDetect beat of background music and synchronize it with the gameplay. Detect beat of background music and synchronize it with the gameplay. Minimum Viable ProductKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/7Enemy Attack2019-09-20T19:22:05ZFlorian OetkeEnemy AttackSpawn bullets in a simple pattern and at fixed intervals. Spawn bullets in a simple pattern and at fixed intervals. First PlayableTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/6Enemy Movement2019-09-18T12:38:10ZFlorian OetkeEnemy MovementBased on Player-Movement but move based on a predictable pattern. Based on Player-Movement but move based on a predictable pattern. First PlayableTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/5Player Attack: Stationary2019-09-20T14:18:28ZFlorian OetkePlayer Attack: StationaryAttack all nearby enemies without moving (or interact with the level?). Attack all nearby enemies without moving (or interact with the level?). Minimum Viable ProductKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/4Player Attack: Directional2019-09-18T16:18:40ZFlorian OetkePlayer Attack: DirectionalPerform a dash and attack all enemies in the path. Perform a dash and attack all enemies in the path. First PlayableKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/3Smooth Movement2019-09-18T13:09:21ZFlorian OetkeSmooth MovementSmooth entity movement by slowing down / speeding up time after each beat. Smooth entity movement by slowing down / speeding up time after each beat. Minimum Viable ProductFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/2Basic Movement2019-09-16T14:49:48ZFlorian OetkeBasic MovementBasic player and enemy movement (one step every N-beats). Basic player and enemy movement (one step every N-beats). First PlayableFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/1Beat-API2019-09-16T10:17:08ZFlorian OetkeBeat-APIBasic API for interaction between beat-detection and gameplay. Basic API for interaction between beat-detection and gameplay. First PlayableFlorian OetkeFlorian Oetke