Commit Graph

204 Commits (5652741ec002561836cea21dac144c6ac5db4976)

Author SHA1 Message Date
Nic0Nic0Nii 1e08589403 Include all map initializations and use configuration file 2 years ago
Nic0Nic0Nii 68393d2b07 Fix indexing and use _ identifiers to please the compiler 2 years ago
Nic0Nic0Nii 11aa50105c Reorganize data file specs and implement custom operator syntax 2 years ago
sigonasr2 f7f29196c5 Graphics configuration file and initial configuration layout setup. 2 years ago
sigonasr2 a0916cfe9b Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 2 years ago
sigonasr2 045441b595 Add in Charged Shot ability and allow precasting without the targeting indicator. 2 years ago
sigonasr2 19c2c198e6 Include pragma regions for specific class abilities and move Ranger stuff (that is actually player-implemented over) 2 years ago
sigonasr2 81f9ead80a Added ghost fading images for retreat ability and facing direction implemented. 2 years ago
Nic0Nic0Nii 664ca68010 Retreat dash back code completed 2 years ago
sigonasr2 24030733bd Fixed fElapsedTime bug going negative seemingly randomly. Thank std::chrono::library::that::is::way::too::annoying::to::use::and::apparently::is::not::ultra::accurate 2 years ago
sigonasr2 9ebe5a21a0 Implemented Ranger auto attack plus animations. 2 years ago
sigonasr2 79a8dca88a Refactor Animation loading to reduce repetition. 2 years ago
sigonasr2 3a880c55a2 Class abilities are statically set so they are initialized on load to allow for proper swapping. 2 years ago
sigonasr2 1faf121bb9 Casting range clamping. Refactored hurt function to accept an upperlevel check so there's no requirement to do it manually anymore. Converted AoE damage functions for Meteor to use AoE hurt functions built-in. Fix upper bridge targeting indicator rendering. 2 years ago
sigonasr2 88df322042 Effect particles realigned and particles that are behind the center move to the back. 2 years ago
Nic0Nic0Nii eb5bb15918 Meteor Effect particles and impact code completed 2 years ago
Nic0Nic0Nii 50a73a53e7 Precast targeting indicator now centered 2 years ago
Nic0Nic0Nii 21f7278510 Condensed and finished pre-casting code. Refactored the way ability casting is handled 2 years ago
Nic0Nic0Nii e0b1f74c5f Add precast ability conditions 2 years ago
Nic0Nic0Nii 7ec58742de Cast bar display implementation 2 years ago
Nic0Nic0Nii 8d117c42e3 Class quick test swapping reimplemented. 2 years ago
sigonasr2, Sig, Sigo c75a01a1ad Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 2 years ago
sigonasr2, Sig, Sigo d3454727cd Warrior refactor completed 2 years ago
sigonasr2, Sig, Sigo 1f69848049 Prep player class structure refactor. Add default destructors to all parent classes. 2 years ago
sigonasr2 bcd8569804 Move class-specific animation update functions into their own class update functions. 2 years ago
sigonasr2 0dfb58a777 Add in inherited class structure for effects, so effects can have customized behaviors. 2 years ago
sigonasr2 0229982717 Added lightning bolt attack, added emitter system 2 years ago
sigonasr2, Sig, Sigo e172483cc6 Fade transition added to bridge fade layer and upper foreground layer as well 2 years ago
sigonasr2, Sig, Sigo 5a0e4d0d01 Transition fade added for foreground items. 2 years ago
sigonasr2 228a3caa0e Upper level and lower level spawning now distinguished in map editor. 2 years ago
sigonasr2 0349e5d16e Tidy up map zones, fix upper and lower level collision interactions. 2 years ago
sigonasr2 a6c818b179 Re-did Tile grouping code, using a flood fill algorithm now instead of sequential tile checking. Prevents bugs with neighboring tile groups being split improperly. 2 years ago
sigonasr2, Sig, Sigo 50cb945df4 Incomplete tile merging implementation 2 years ago
sigonasr2, Sig, Sigo 0529de4bf9 Add in pathfinding abilities to monster movement strategies. 2 years ago
sigonasr2 57d7f3344b Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones. 2 years ago
sigonasr2 9a2af45245 Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map. 2 years ago
sigonasr2, Sig, Sigo d494be6970 Added collision checks and interactions based on upper/lower level status. 2 years ago
sigonasr2 6b81cd6e84 Layering rendering now proper. 2 years ago
sigonasr2 7348426c71 Upper level and lower level rendering handled properly. 2 years ago
sigonasr2 69fac079f7 Zones caused the player to swap between upper and lower levels. 2 years ago
sigonasr2 2b3dfb63aa Staircase incremental movement implemented. 2 years ago
sigonasr2 7e4816631c Corrected set position bugs when X axis is not valid while Y is. Corrected staircase collision boxes. Upper Foreground tiles added. 2 years ago
sigonasr2, Sig, Sigo aa56b4a428 Include flags for monsters and players to indicate if they are on the upper level or lower level. 2 years ago
sigonasr2 ef83e7f865 Bridge flags properly enabled and working. Fix image paths in maps. 2 years ago
sigonasr2, Sig, Sigo 005c49aa04 Read Zone tile data from the map to prepare for special interactions in the game. 2 years ago
sigonasr2, Sig, Sigo d2ab61472a Minor screen shake adjustments 2 years ago
sigonasr2, Sig, Sigo d08b3848b8 Firebolt bullet speed increased, added slight screen shake on impact and added cooldown timer numbers next to cooldown bars. 2 years ago
sigonasr2 78b6113d8e Added mini particles for teleporting. 2 years ago
sigonasr2 88666b1d61 Fix edge cases when we click too close to the character or too far, still allow max possible distance teleports even when clicked outside of range. 2 years ago
sigonasr2 c97886fbbe Fix collision tiles for secondary map sets with offset values based on other tilesets. 2 years ago