Cpp issueshttps://gitlab.fsi.hochschule-trier.de/groups/GameDevWeek/sommersemester-2019/cpp/-/issues2019-09-20T12:32:22Zhttps://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/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/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/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 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/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/24Camera: Screen-Shake2019-09-21T19:09:59ZFlorian OetkeCamera: Screen-ShakeTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/32Dash does not always hit2019-09-20T16:06:47ZKevin BalzDash does not always hitKevin 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/37Enemy Types2019-09-21T21:30:39ZKevin BalzEnemy TypesTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/27Enemy: Soldier2019-09-23T08:13:33ZFlorian OetkeEnemy: SoldierMoves in fixed pattern, attacks player if in range. Destroyed when hit by playerMoves in fixed pattern, attacks player if in range. Destroyed when hit by playerhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/26Enemy: Turret2019-09-21T07:12:56ZFlorian OetkeEnemy: TurretStationary, looks at player and shoots in fixed intervals. Destroyed when hit by player. Stationary, looks at player and shoots in fixed intervals. Destroyed when hit by player. Minimum Viable ProductTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/33Get Beats for Killing2019-09-20T20:06:23ZKevin BalzGet Beats for KillingKevin 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/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/36Level Design2019-09-21T21:30:39ZKevin BalzLevel DesignKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/22Level: Collision-Detection2019-09-19T14:17:23ZFlorian OetkeLevel: Collision-DetectionFirst PlayableGeorg SchaeferGeorg Schaeferhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/19Level: Datastructure2019-09-18T09:59:46ZFlorian OetkeLevel: DatastructureSimple tilemap? Simple tilemap? First PlayableGeorg SchaeferGeorg Schaefer