Commit Graph

82 Commits (e8f6d972ad4f90281ecdcac32e9c59a05f56ead2)

Author SHA1 Message Date
sigonasr2 100a3ece57 Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
sigonasr2 942e8e0ef7 Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 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 49940fdba1 Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it. 1 year ago
sigonasr2 b1885a1c1e Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy. 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 b2d363cdef Ranger configuration file implemented. Added per-step bullet collisions. Fix Release Desktop project setup. 1 year ago
sigonasr2 e96514e0d4 Fix Warrior slowdown cancel bug (#16). Added debug configuration options to display collision and hidden player info on-screen. Release Build 935. 1 year ago
sigonasr2 cacf169668 Add in extra debug access option when reading configuration properties. Implement Wizard Auto attack and teleport configuration options. 1 year ago
sigonasr2 a86362c801 Warrior ability custom parameters implemented. 1 year ago
Nic0Nic0Nii eb1ceb31dd Start incorporating Warrior ability properties into config file. 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 045441b595 Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
sigonasr2 918fc112bd Rapid fire reimplemented because I goofed? 1 year ago
sigonasr2 19c2c198e6 Include pragma regions for specific class abilities and move Ranger stuff (that is actually player-implemented over) 1 year ago
Nic0Nic0Nii bcbc10cb7c Ranger should be the only one updating the ranger-specific shooting animation 1 year ago
Nic0Nic0Nii d4183180e1 Rapid Fire ranger ability implemented. 1 year ago
sigonasr2 81f9ead80a Added ghost fading images for retreat ability and facing direction implemented. 1 year ago
Nic0Nic0Nii 664ca68010 Retreat dash back code completed 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
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. 1 year ago
sigonasr2 88df322042 Effect particles realigned and particles that are behind the center move to the back. 1 year ago
Nic0Nic0Nii eb5bb15918 Meteor Effect particles and impact code completed 1 year ago
Nic0Nic0Nii 50a73a53e7 Precast targeting indicator now centered 1 year ago
Nic0Nic0Nii 5da8b19c34 Let's not be stuck repeatedly casting when a prre-cast finishes.... 1 year ago
Nic0Nic0Nii 21f7278510 Condensed and finished pre-casting code. Refactored the way ability casting is handled 1 year ago
Nic0Nic0Nii e0b1f74c5f Add precast ability conditions 1 year ago
Nic0Nic0Nii 7ec58742de Cast bar display implementation 1 year ago
Nic0Nic0Nii 8d117c42e3 Class quick test swapping reimplemented. 1 year ago
sigonasr2, Sig, Sigo c75a01a1ad Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 1 year ago
sigonasr2, Sig, Sigo d3454727cd Warrior refactor completed 1 year ago
sigonasr2, Sig, Sigo 1f69848049 Prep player class structure refactor. Add default destructors to all parent classes. 1 year ago
sigonasr2 0dfb58a777 Add in inherited class structure for effects, so effects can have customized behaviors. 1 year ago
sigonasr2 228a3caa0e Upper level and lower level spawning now distinguished in map editor. 1 year ago
sigonasr2 0349e5d16e Tidy up map zones, fix upper and lower level collision interactions. 1 year ago
sigonasr2, Sig, Sigo 0529de4bf9 Add in pathfinding abilities to monster movement strategies. 1 year ago
sigonasr2, Sig, Sigo debf151c46 Pathfinding now returns the nodes to reach a destination in preparation for use w/AI pathfinding 1 year ago
sigonasr2 57d7f3344b Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones. 1 year ago
sigonasr2, Sig, Sigo d494be6970 Added collision checks and interactions based on upper/lower level status. 1 year ago
sigonasr2 6b81cd6e84 Layering rendering now proper. 1 year ago
sigonasr2 69fac079f7 Zones caused the player to swap between upper and lower levels. 1 year ago
sigonasr2 2b3dfb63aa Staircase incremental movement implemented. 1 year ago
sigonasr2 7e4816631c Corrected set position bugs when X axis is not valid while Y is. Corrected staircase collision boxes. Upper Foreground tiles added. 1 year ago
sigonasr2 ef83e7f865 Bridge flags properly enabled and working. Fix image paths in maps. 1 year ago
sigonasr2 46e3c7f7e7 Use pathfinding algorithm to determine teleport validity. 1 year ago
sigonasr2 c97886fbbe Fix collision tiles for secondary map sets with offset values based on other tilesets. 1 year ago
sigonasr2, Sig, Sigo 408c1d3950 Pathfinding algorithm start. Currently freezes in pathfinding loop 1 year ago
sigonasr2, Sig, Sigo fac52ec521 Teleport animation implemented. 1 year ago