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A musical puzzle game

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### Reproduction Steps - Start the game - Press `S` for snare - Press `P` for hihat - Press `H` for shaman drum - Press `Spacebar` for kick #### Observed...

1.topic: beatwave
3.priority: high

Split in #138 ### Pieces - [x] #139 Define level file schema - [x] #140 Refactor Game class - [x] #141 Implement Level class - [ ] #151 Investigate Sigmentation...

1.topic: beatwave
2.status: split
3.priority: medium

Split from #12 It should construct the swarm from the XML node according to the XML schema `level.xsd`. It should also check if the corresponding node exists. https://github.com/rexim/beatwave/blob/dc8ab4f0bfcf2c592b87f1bbe9df6b12f3297d25/src/beatwave/pathcorrectorswarm.cpp#L6

Split from #12 Replace `std::vector` with `std::vector`. Observe that Player doesn't interact with path correctors anymore and sometimes the application sigfaults when the player dies. We need to investigate why...

Split #12 It should construct the player from the XML node according to the XML schema `level.xsd`. It should also check if the corresponding node exists. https://github.com/rexim/beatwave/blob/dc8ab4f0bfcf2c592b87f1bbe9df6b12f3297d25/src/beatwave/player.cpp#L11

Split from #12 It should construct the tunnel from the XML node according to the XML schema `level.xsd`. It should also check if the corresponding node exists. https://github.com/rexim/beatwave/blob/dc8ab4f0bfcf2c592b87f1bbe9df6b12f3297d25/src/beatwave/tunnel.cpp#L12

While researching #147 I found that CMake has Ninja backend. And after a brief try it works quite well. Maybe we should use it instead of Make. - [ ]...

1.topic: infrastructure

Split from #12 https://github.com/rexim/beatwave/blob/b80947caaffbfc49b4e1ebfbe0f6abd8c66eb50b/src/beatwave/main.cpp#L46

1.topic: beatwave
3.priority: medium

Something similar to the Aseprite's approach: https://github.com/aseprite/aseprite/tree/e8ecbbb4d7f6cda65440943e720901e670aab244/third_party

1.topic: infrastructure
3.priority: low