Commit Graph

670 Commits (ca1f91b4634999e4f21c1ede581045d7fd4817e7)

Author SHA1 Message Date
Quapsel ca1f91b463 Monster placement for 2_7 & 2_8 5 months ago
Quapsel ec8402aeca Monster placement for 2_3, 2_4, 2_5 & 2_6 5 months ago
Quapsel 75370b9299 Spawn Zones for Chapter 2 placed. 5 months ago
Quapsel 4c0010e92a Changes to Stage Plates on Worldmap and Monster Placement for 2_1 & 2_2. 5 months ago
sigonasr2 34515cec76 Add Heal function for monsters. Make player stat functions const return. Add Missing Health bonus stat from buffs. Refactor names of stat functions to be more explicit. Add more stat buff and pct buff checks. Fix up discrepancies with how stat up buffs work for the player. 53/53 passing tests. 5 months ago
sigonasr2 02523d5ebb Added tests for equipment stats, equipment set effects, and accessory random stat checks. 5 months ago
sigonasr2 6410d837c7 Player Equipment set effect tests added. 5 months ago
sigonasr2 5193f382a3 Fix bugs with static containers not being reset between unit test runs. Add in player test checks for seeded damage reduction test. 5 months ago
sigonasr2 0dc68d7f0c Fix unit test crashing when loading from GFX. 5 months ago
sigonasr2 dba8ee124d Add a proximity knockback overload function that handles hurt list target types instead. Make large stone toss knockback only apply to targets actually hit. Release Build 9837. 5 months ago
sigonasr2 c879cafe1e Targets already in the air should not be knocked back. Fix image loading dependencies internally within the engine so they work even during unit testing. Rearrange some item initializing functions to occur after the GFX map is reset so all graphics are loaded properly. Release Build 9835. 5 months ago
sigonasr2 6274dcefb1 Refactor ability use skills to be testable. Add in basic player damage check and ability use unit tests. 5 months ago
sigonasr2 6cb3cb4e6d Remove unnecessary dependencies from Test project. Segregate test types into separate source files. Fix bug with drop data not being reset for monster tests. 5 months ago
sigonasr2 2c7d69d1b5 Added Monster unit tests relating to the damage formula, crit rates, and special survival cases. 5 months ago
sigonasr2 f1fa126d1e Add in Monster Unit tests verifying move speed is adjusted properly. 5 months ago
sigonasr2 b617120867 Implement unit tests for the project. Fix Display Name bug (found in InternalNameCheck unit test). Add Monster Unit Tests. 5 months ago
sigonasr2 ce482d19b5 Accidental copying of triangles in collision checking loop. 5 months ago
sigonasr2 1c9641be0c Add in missing placeholder item images. Finish collision checking for shockwave attack. Release Build 9715. 5 months ago
sigonasr2 9b9ba195f1 Chapter 2 Boss shockwave safe spot location indicators added. 5 months ago
Quapsel d51603f75a „Adventures in Lestoria/assets/config/shops/Chapter 2 Merchants.txt“ ändern 5 months ago
Quapsel f511bc8900 „Adventures in Lestoria/assets/config/items/ItemDatabase.txt“ ändern 5 months ago
sigonasr2 d27009efa3 Implemented centroid and signed_area functions to the geom2d util. Just a bunch of maths, I don't know why it works. Release Build 9683. 6 months ago
sigonasr2 db515cca4c Fix a bug with stone elemental burrow rise bullet ring color not respecting the configuration value. Add bullet rings to chapter 2 boss pillars when they are broken. Release Build 9678. 6 months ago
sigonasr2 053e2ba724 Only adjust DPS boss damage counter for monsters spawned and considered part of the boss fight. Add in ability for attacks to deal true damage. Change hurt function to handle a True Damage Flag. Stone Throw now breaks pillars it hits. Release Build 9675. 6 months ago
sigonasr2 6c4992ab96 More casts to make gcc happy. Change 2nd chapter bonus boss mob counter from using std::reduce to std::accumulate (Apparently gcc is ambiguous about argument order?? wtf) 6 months ago
sigonasr2 2ba0e1b9fe gcc does not like the promotion from float to double in std::max... 6 months ago
sigonasr2 4c93f5133c const in wrong spot for TMXParser::GetOptimizedMap. Release Build 9666. 6 months ago
sigonasr2 753ecf766d Forgot std::endl flush for logging on web build. Add deterministic keycode sum comparisons to keep proper ordering of input groups. Release Build 9665. 6 months ago
sigonasr2 b9d98741ea Checkbox decal now scales with the size of the menu component (Fixes the "Online Mode" checkbox, which was smaller than the rest). Release Build 9660. 6 months ago
sigonasr2 a66edefc19 Fix distance check mismatch with actual hurt range of the large stone toss. Knockback collisions now match the Hurt collisions. Add a universal knockback function. Release Build 9659. 6 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 82faa111bb Finish stone throw phase/animation for 2nd chapter boss. Adjust animation frames slightly. Correct stone positioning of rock before throw. Rock throw no longer continues rerolling every game frame while Bear AI is running. Release Build 9648. 6 months ago
Quapsel 2e10ad85fe „Adventures in Lestoria/assets/config/items/ItemDatabase.txt“ ändern 6 months ago
Quapsel 86bbd378ca „Adventures in Lestoria/assets/config/items/ItemDatabase.txt“ ändern 6 months ago
Quapsel b221744850 „Adventures in Lestoria/assets/config/items/Accessories.txt“ ändern 6 months ago
sigonasr2 02b06424a9 Knockbacks are disabled on solid monsters. Add in small knockback effect on stone throw hit. Release Build 9641. 6 months ago
sigonasr2 daad7d82fb Monsters that ignore terrain collision should not be moved by other solid objects. Hide fade timers and the internal UpdateFadeTime function from inherited bullet types. Add large stone graphic. Apply fixed time step to large stone throw. Add in physics for large stone throw attack. Release Build 9630. 6 months ago
sigonasr2 c02d6cdb47 Create a SpellCircle effect to consolidate the two separate effects. Add a type identifier system for Effects. Finish spawn pillar phase of second chapter boss. Fix bug with the boss display info still appearing despite no longer being in a boss stage if the player leaves a boss level before the text has expired. Release Build 9622. 6 months ago
sigonasr2 480039d64c Fix bug with monsters being able to move solid objects. Make second chapter boss ignore terrain collision. Fix bug with bear slam attack causing knockback to the player when it would hit a monster. Release Build 9613. 6 months ago
sigonasr2 bcbe58eebd Revamp Player vs Monster collision code. Add in handling for solid objects causing the player to run against the object instead of bouncing off of it. Make solid monsters (pillars) have transparency like foreground terrain when looking behind them. Add terrain collision boxes for these as well. Release Build 9610. 6 months ago
sigonasr2 b06199efe0 Setup second chapter boss spawn group, template, and map. Fix issues with being able to click stage plates that were hidden behind the menu or off-screen. Fix crash when item drops spawn in a certain position. Release Build 9585. 6 months ago
sigonasr2 13b3e74591 Feather bullet attack speed increased. Clarify why a stage overlay mask is not automatically created if attempting to use one prematurely. Adjusted level tiles, moving bonus boss to its proper tile. Release Build 9578. 6 months ago
sigonasr2 f24cf38f85 Add 0.25s fade time to generic bullets. Add feather bullet type. Add feather spawning to tornado attack for second bonus boss. Addresses Issue #56. Release Build 9576. 6 months ago
sigonasr2 d9b8c2bc77 Remove test code for stage overlay mask implementation. Release Build 9574. 6 months ago
sigonasr2 346f264c9d Add middle() function for polygons in geometry util. Restructure stage mask overlays to be part of the stage mask polygon class. Reproduce sample using new class. Release Build 9572. 6 months ago
sigonasr2 9c17b3b649 Split up implementation of Pixel from the header file so that the entire pixel game engine header isn't required for Pixels. [WIP] Stage Mask polygon and overlay structures setup. 6 months ago
sigonasr2 27d0e16a94 AreaHighlightTest branch created. Added test code for highlighting arbitrary areas via polygons within a map using optimization map rendering. Release Build 9561. 6 months ago
sigonasr2 efcd3f0bf8 Add Chapter 2 boss AI setup. Add Chapter 2 Boss Monster Entry. Add Boss Pillar Monster Entry. Setup Breaking Pillar Monster Strategy. Release Build 9554. 6 months ago
sigonasr2 ba7ccf72b0 Allow clicking to any unlocked locations on the Overworld Map rather than being forced to step through every adjacent stage to reach desired level. Release Build 9551. 6 months ago
sigonasr2 a1e04d38d9 Refactor redundant deactivation variable to now be tied to the fade out time. Make collision checks for bullets with radii of 0 no longer occur. Add mid phase tornado. Release Build 9546. 6 months ago