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Merge Final Sprint 1 Playable into Main! #40
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Notes spawn and move, but don't yet support anything else. Also, the structure in NoteManager needs some work
Add initial Note system
Prototyping spacing and looping for chart.
Needs to be integrated with other systems Needs intended visuals Logic has all been ironed out. (In theory)
Restructured file organization Consolidated visual information to ChartManager Reworked Note into NoteArrow to represent chart indications Skeleton classes for eventual objects
S1 chart looping Merge into Sprint-1 working branch
Very hacky, but it works now.
Created a ProgressBar and a script that will update the values of the progress bar and a damage function that should reduce health. For debugging purposes,pressing spacebar will call damage.
made a tscn and changed position
Made a very basic player and enemy place holder objects and scripts. BattleManager has two signals, it will send them based on score to either player or enemy. Player and enemy have a healthBar and a ref to the BattleManagerInstance. Could be cleaner with where the actual health variable is stored.
Moved timing to a global timer using the TimeKeeper singleton. This dramatically improved mistiming, and synced everything that cares to be synced. Added event bubbling for input. Reworked ArrowType enum to have strict int values for simplicity. Simplified dictionaries representing lane based data into arrays Simplified notearrows to sprite2d and shifted test_scene for easy visual syncing.
Enforced signal up call down. Removed signals from BattleDirector to HP bars.
Enemy and Player consolidated to HealthBar
General reorganization and code cleanup
Input timing and HP bars finished
notes that have been added by the player only appear when they are about 1/3rd of the way through the track
Might have been an issue on my end: ChartManager got disconnected from NoteManager
Player adding notes
Renamed node manager for clarity Streamlined and consolidated adding notes into _laneData, to guarantee synced queues. NoteArrows hold noteIdx for eventual roguelike elements
Notes no longer loop with increased beat
Adding character sprites Textured bars Animated notes
Don't let the rewritten history fool you, NotePlacementBar was just integrated now. I need sleep.
Made added notes tween to the same rhythm Fixed issues when adding notes being considered active at wrong times
Reworked note management (again) Set size 2D arrays for notes, that slot in their beat position. Queue-like checking for missed notes Added in game feedback for hit timing quality
Added audio Made small fixes, no more beat 0 Created first chart
Finalized sprint 1 version
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Feb 4, 2025
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Need to do the things in my comments before we merge
Also added song attribution to readme
collectioncard
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Feb 4, 2025
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Looks good to me!
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Milestone complete Pog