Commit Graph

19 Commits (94de6bb10e7f9c361bdbc7567f3e1eab1a51fbc2)

Author SHA1 Message Date
sigonasr2 1e7345d7b5 Implement skeleton for Enchant Confirm Window. Make original ability functions static for player class ability retrieval. Add private static access internal functions. Remove check for non-existing animations for player (would just not change the animation if it doesn't exist). Release Build 11598. 3 months ago
sigonasr2 fb66fcb04d [demo] Make the 3 class variations unselectable in demo build. Release Build 11558. 3 months ago
sigonasr2 e0d58aef04 Add in Comet Flare and remove restriction on Summon Comet and Solar Flare equip combination denying. Release Build 11357. 3 months ago
sigonasr2 e43798fa9a Add cooldown charge system. Abilities can now only be used when they are holding charges. One charge gets restored for each full cooldown duration. The cooldown timer stops going down when maximum charges are reached. Fix item tests to use cooldown charges. Add in item checks for CDR test (Items should not be affected by CDR). Add GetPlayerAbilities function to collect and manipulate all player abilities at the same time (cleaner code structure + easier test functionality). Add helper functions util::vformat and util::wformat and to_wstring to make code using the std:: versions much more concise. Add unit test for cooldown charges system. Add helper functions to reset abilities to their original stats before enchant modifications tweak them. Added a helper function to retrieve which ability an enchant affects. Adapt ability HUD with new charge count features. Add Mountain theme to Chapter 2 maps. Multi-Multishot Enchant implemented. Release Build 10901. 4 months ago
sigonasr2 cfd73ab036 Implemented Death Defiance enchant. Correct shadow render strings being square (not using proper Y sizes to create cached text). Move game configuration initialization out to global scope to allow config variables to be used when initializing the AiL class. Release Build 10670. 4 months ago
sigonasr2 23673ec2af Added unit tests for new strip leading color and final render color engine rendering functions. Fixed rendering bug with text elements of different HTML color codes but with same content not having rendering with the correct color code. Fix potential memory leak errors occurring with rendering Font versions of shadow strings that would have different pulsating colors w/same text content. Added an admin console and added the ability to give the player items and accessories with enchants. Also added a help command. Change version number to appear red while in admin mode (as a visual). Unlock all button tied to admin mode. Release Build 10604. 4 months ago
sigonasr2 98208fb3e0 Refactored monster list to use shared pointers instead of unique pointers. Converted all raw monster pointers that needed to store monster data to use weak pointers instead in case a monster gets despawned while owning object is still alive. Implemented Witch's auto attack, added turn_towards_direction function for homing ability. Fixed player reflections being drawn without additive blending. Added 30s cooldown to Trapper's Explosive trap ability. Release Build 10345. 5 months ago
sigonasr2 3830ba8840 Adjust collision radius default based on monster's sheet frame size. Use defined collision radius of a monster instead of 12*SizeMult as that is the actual radius for HurtMonsterType() damage calls (fixes large stone hitting pillars a little too wide in the chapter 2 boss fight). Refactored Bullet check systems to include damage flags: DOT, PLAYER_ABILITY, and NONE. Player abilities flags assigned to all auto attack and abilities that players can launch, in preparation for marked target proccing. Mark Target buff detection added, Mark buff added. Reorganized bullet hierarchy, turning the default bullet into an interface and making the normal Bullet class a base child class all Bullets derive from. Added HurtDamageInfo structure, which is passed onto bullets to modify flags before being applied to the Hurt function when bullets hit targets. Changed all storage containers holding Bullet classes to now hold IBullet classes. Release Build 10248. 5 months ago
sigonasr2 9f88460c0e Add RepeatingSoundEffect class to allow easy creation and handling of looping sound effects ingame. Add rock breaking, rock toss cast, pillar rise, dig sound effects. Fix typo on Hawk Feather item description key name. Placeholder item icons added. Add sound effects to Stone Elemental's attacks. Release Build 9656. 6 months ago
sigonasr2 440cc89c7b Update No XP/Drop Hawk labels in Tiled Editor. Added spawn controllers, setup multi-tiered spawns. Fixed collision radius bugs. Added Chapter 2 Bonus Boss and Major Hawks Tiled Templates. Fix Stone Elemental Casting circle radius. Release Build 9378. 7 months ago
sigonasr2 593180c730 Fix player spawn locations being a whole tile off. Change map background scrolling to not be fixed, but to utilize the entire image across the span of a map. Add a foreground background layer to provide 2 potential parallax backgrounds. Release Build 9091. 8 months ago
sigonasr2 f9ffd026a9 Switch to storing unique pointers for the monsters list instead of objects. Added a source monster for frog tongues to remain attached to so they follow the monster that they originated from. Release Build 8734. 8 months ago
sigonasr2 4cc14fb08f Lock down gamepack key so it's not included in repo. Release Build 7608. 10 months ago
sigonasr2 d439d91e5f Lock down gamepack key so it's not included in repo. Release Build 7608. 10 months ago
sigonasr2 0aea7beb83 Implemented ability to craft weapons/armor. Sorting all equipment by tier / type. Fixed bug with not properly setting available chapter for crafting on items with multiple enhancement levels. Fixed bugs related to adding crafting to weapons / armor (side effects applied directly to consumable items), fix stage loot/monster loot displays not properly updating when collecting items. Made old items properly convert to newer item names when being read in (constructor for the IT data type is no longer an enum and instead does the conversion automatically). This type now has implicit conversion from a std::string so is still a highly flexible typing like before. Release build 6677. 11 months ago
Nic0Nic0Nii 8149db260b Update copyright 2024 for FreeType. Equipment can now have an initial crafting cost. RowItemDisplays will have a craftable and upgradeable tag. 11 months ago
sigonasr2 db9c35f813 Wolf behavior implemented. Fixed facing direction behavior for AI scripts. 11 months ago
sigonasr2 ece13c0b28 Added backdrop property and backdrop loading to maps. Release build 5549. 11 months ago
sigonasr2 57f482016f Added error handling for when creatures are specified in spawn zones but do not have a corresponding image. Gracefully handle random extra zones that are accidentally added with no type specified. Add in foresty boss/overworld sample themes. Add in placeholder frog info. Refactor MapName to just use strings instead of an enum since we don't want manual upkeep. 11 months ago
sigonasr2 296ea1f2e6 Updated all references of Crawler project to now reference Adventures in Lestoria. Fixed a loading bug with the current connection point buttons and information not updating upon loading into the overworld map. Fix component count initialization bug (On Linux and Emscripten builds the component count would start uninitialized and would result in poor depth ordering sometimes. 11 months ago
sigonasr2 8c986f17db Remove 2018 references for copyrighted files of my origin. 11 months ago
sigonasr2 fa7dfb601f Add game title images, replace all 2023 copyright notices with 2024 copyright notices. 11 months ago
sigonasr2 fcb3ee87fd Remove magic number IDs from Monsters and use display names as the key names. Fixed all references to numerical IDs in code. Refreshed all game maps so the monster name enums export as name strings instead of numbers. 12 months ago
sigonasr2 455dd3a818 Converted all Monster Strategy IDs to using strings instead of magic numbers, removed magic numbering system from configs. 12 months ago
sigonasr2 025a89788e Fix border display drawing for menus. Fix scrollable window components that went outside to use proper scrolling offsets. Fix issue with same-frame clicking and releasing causing a different button to be selected. 1 year ago
sigonasr2 2af830d400 FreeType license (required for PGEX_TTF) included in all license notices. Setup project with freetype libraries and includes. Added gamepad PGEX for future gamepad support. 1 year ago
sigonasr2 7cd54e5f80 Inventory refactor completed. Individual monster loot and stage loot inventories now compatible. 1 year ago
sigonasr2 3ff558d44e Added pragma regions to all license comment fields in files and collapsed them. 1 year ago
sigonasr2 5652741ec0 Added level complete window upon completing a stage. 1 year ago
sigonasr2 2bf45dacef It's 2023 btw 1 year ago
sigonasr2 dd531d1fd7 Apply OLC-3 License to all source files. 1 year ago
sigonasr2 30a5cdc488 Correct memory leak in consuming items from inventory. Added overworld menu layout. Warrior Up walk animation has head bobbing like all the others now. Fixed alignment of items for ScrollableWindowComponents, fix scrollbar resizing when parent component has offsets. 1 year ago
sigonasr2 3ee6d03728 Add in Rotating character display component 1 year ago
sigonasr2 99c24b9c37 Setup internal menu components so they know what button was clicked on a menu function. Compacted the on click menu function for menu buttons. 1 year ago
sigonasr2 fe6737117d Inventory Add,Remove,Use Management functions implemented. 1 year ago
sigonasr2 ba6505b266 Item category, script, and all other information relating to items now load properly with error-handling and proper property overriding. 1 year ago
sigonasr2 877c44c372 Setup Items, item categories, and item scripts, and all associated configuration files for them. 1 year ago
sigonasr2 b9e1352288 Keybind system redone, display keybinds and mana costs on HUD. 1 year ago
sigonasr2 388cf0ba2d Mana costs and ability short names are now displayed on the HUD. 1 year ago
sigonasr2 caddaefb02 Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps. 1 year ago
sigonasr2 74a31dda2e Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions. 1 year ago
sigonasr2 465fb0b6c2 All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback. 1 year ago
sigonasr2 8aba4dfc5b Prep animated tile structures. 1 year ago
sigonasr2 c75e56d642 Setup King Slime encounter, Boss room map setup with spawn and player, made non-infinite. Implemented enemy iframes and added phase framework for the boss. 1 year ago
sigonasr2 6a12a45cb2 Moved all enemy reading over to purely using config files. Removed all enemy enum dependencies. Removed bugs involving loading infinite maps by accident. 1 year ago
sigonasr2 13eff22485 Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
sigonasr2 690171497f Refactored class initializations so reading into class list data from config files works properly. 1 year ago
sigonasr2 a0916cfe9b Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 1 year 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 1 year ago
sigonasr2 3a880c55a2 Class abilities are statically set so they are initialized on load to allow for proper swapping. 1 year ago