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A Vertical Scrolling Rhythm Game that incorporates fighting aspects.

Java 100.00%
java javafx gui beatbot stroke game bpm fft robot custom songs mp3 import wav decoder accuracy challenge difficulty

beatbot's Introduction

General Information

AP CSA Group Create A Application Project
This repository will contain a Vertical Scrolling Rhythm Game that incorporates fighting aspects

capture

BeatBot:

In the distant future, the world has been taken over by dancing robots. You are one of the few humans left in the world that went into hiding following the robotic takeover. Your goal is to challenge these robots to fights and win. Luckily, these robots allow their challengers to pick the beats, difficulty, and song, giving you the upperhand. Don't let this advantage go to waste! You are one of the last hopes that humanity have to survive!

Development Teams:

Main Game:

  • Tyler Overden
  • Steven Li
  • Justin Yau

Shop:

  • Kevin Lin
  • Daniel Dong

Graphics:

  • Andrew Zhou
  • Sunny Kwong
  • Yonathan "Jeff" Ben-Reuven

Planning:

For each map object, it will have a method that will read a certain text file for the moves.

VERSION 1
"Song Name", BPM, Some integer for difficulty
"Column that the move will appear in", Some integer representing timeframe

Example:
"Counting Stars", 10, 1 - 1 for HARD
"LEFT", 10 - 10 for ms

VERSION 2 AND THE FINAL VERSION

Title: Hitroigoto
BPM: 165
Arist: ClariS
Offset: 0

0,0,1 - First number represents which lane the stroke spawns in, the second number represents when the stroke spawns,
and the last number represents how long the stroke should be held for since start of the game (NOT THE ACTUAL PRESS ITSELF)

Interface Planning

Instead of having placeholders per accuracy calculation, create a interface for STEVEN to implement
that contains methods to determine the accuracy based on the specified parameters.

determineAccuracy(stroke);

Determine accuracy takes in a stroke and then utilizes the properties of the stroke and current game properties to
to determine whether or not the player made a PERFECT, GREAT, GOOD, OKAY, or MISS stroke.

playerMiss();

This method is called when the program already knows that the player missed without making the calculations in the other
accuracy method. Perform the calculations with the score and possibly update it on the screen.

Resizable Game Planning:

Make the constants private as the window properties may be subjected to change per game...?

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