Cpp issueshttps://gitlab.fsi.hochschule-trier.de/groups/GameDevWeek/sommersemester-2019/cpp/-/issues2019-09-16T10:17:08Zhttps://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 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/23Camera2019-09-17T15:01:14ZFlorian OetkeCameraSimple spring-follow-lookat camera that follows the player. Simple spring-follow-lookat camera that follows the player. First PlayableTim ScheiberTim Scheiberhttps://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/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/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/29Indicate end of song near2019-09-20T08:30:57ZKevin BalzIndicate end of song nearKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/30Movement System: Trigger beat multiple times2019-09-20T14:18:28ZKevin BalzMovement System: Trigger beat multiple timesFlorian OetkeFlorian Oetkehttps://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/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/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/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/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/38Assertion fails in ECS-Pool with too many entities2019-09-21T11:40:52ZFlorian OetkeAssertion fails in ECS-Pool with too many entitiesFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/37Enemy Types2019-09-21T21:30:39ZKevin BalzEnemy TypesTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/36Level Design2019-09-21T21:30:39ZKevin BalzLevel DesignKevin 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/31Adjust Killable hitboxes2019-09-20T12:32:22ZKevin BalzAdjust Killable hitboxesKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/39Object-Pool for Particle-Systems2019-09-21T15:38:47ZFlorian OetkeObject-Pool for Particle-SystemsFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/35Lighting2019-09-21T17:39:17ZKevin BalzLightingFlorian OetkeFlorian Oetke