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beatgame's Issues

Difficulty of the game

I think at the moment the game is a little to easy.
We have several ways to control the difficulty:

  1. change amount of health points (I think currently we need to decrease these)
  2. change height of the jump (There's not much room here to make it harder)
  3. (As a last resort) change the level generation

Airtime Particle amount

When the combo is 1 the particle(s) don't look good.

Possible Solutions:

  • Increase minimum amount of particles
  • Change position of first particle

(Assign me)

Add special blocks (idea)

We could add special obstacles which have effects like:

  • Make you invincible for x seconds
  • Increase your shield (above the normal maximum)
  • Deal damage to the player
  • Act like a trampoline (the player can't land, he will bounce off the block)

Highscore human readable

Why do you want to make the highscore file non-human-readable?

We will not be able to make it impossible to temper with the highscore (even if we encrypt the file), because the program is open source.

Organization

Let's organize ourselves better. Currently we are both coding but we are

  1. working on the same problems and
  2. not easily able to merge because we both don't have a nice commit history or feature branches.

Also let's put thoughts and TODOs into issues instead of #TODO comments.

Add main volume knob

Add the possibility to change the volume of the whole game.
More fine control would be nice too but may not be needed.

Sounddesign (health)

  • Make a different sound (or different volume) when damage goes to the shield instead of the health points
  • Add sound effect or visual effect when the shield is growing

Particles (basic functionality)

I see we are working on the same bugs at the same time, that's not very effective.
I need you give me a boolean which states whether the player is touching the ground.
Then we can use that boolean to trigger particle creation and deletion and improve the code readability.

Problems in GNU/Linux to load audio files

I have tested the performance in Linux and there is a problem loading .mp3 files... I think it is as easy to solve as transform the songs using ffmpeg to a different format. I think I will use .ogg because it is free, good compression and should work in all the systems. Also, the only other option is .wav, which might give a higher performance when we get the sndarray if we were loading enormous files, but I think it is not relevant if we are just using songs smaller than 10 minutes.

Moving some variables to a _constants.py_ file

I think some variables like BASE_FPS, DISP_WID, DISP_HEI etcetera should go into a separated file constants.py so they can be used in any place without making weird circular imports.

The songs and the signals created from the songs are not in sync

I think there are multiple issues here:

  1. The speed of the sound and the speed of the signal controlling the block height don't match
  2. There's an offset between the time at which the user needs to press the jump and the sound. Ideally the user would need to press in time. But for an easier start I would already be happy if the blocks would arrive at the player position at the same time as the corresponding audio is played.

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