The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler
sigonasr2 0349e5d16e Tidy up map zones, fix upper and lower level collision interactions. 2 years ago
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C++/scripts Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 2 years ago
assets Tidy up map zones, fix upper and lower level collision interactions. 2 years ago
utils Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 2 years ago
Ability.cpp Mana implemented. When not enough mana is available for an ability, a notification appears. 2 years ago
Ability.h Mana implemented. When not enough mana is available for an ability, a notification appears. 2 years ago
Animation.h Added mini particles for teleporting. 2 years ago
Buff.h Implemented Battlecry. Debuff/Buff modifiers. Fixed bug where player can auto attack during a ground slam. 2 years ago
Bullet.cpp Layering rendering now proper. 2 years ago
Bullet.h Layering rendering now proper. 2 years ago
BulletTypes.h Layering rendering now proper. 2 years ago
Class.cpp Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones. 2 years ago
Class.h Refactored all the game classes into derived classes. 2 years ago
Crawler Read Zone tile data from the map to prepare for special interactions in the game. 2 years ago
Crawler.cpp Tidy up map zones, fix upper and lower level collision interactions. 2 years ago
Crawler.h Add in pathfinding abilities to monster movement strategies. 2 years ago
Crawler.rc File description, project properties, company name, and other meta fields all applied to game executables on build. 2 years ago
Crawler.tiled-project Example prototype for monster spawning management added in 1-1. 2 years ago
Crawler.vcxproj Fire Bolt implemented. 2 years ago
Crawler.vcxproj.filters Fire Bolt implemented. 2 years ago
DEFINES.h Layering rendering now proper. 2 years ago
DamageNumber.cpp Auto attacking now based on click position. Damage numbers will stop when they reach a certain height. Monsters not counted in range if dead. 2 years ago
DamageNumber.h Auto attacking now based on click position. Damage numbers will stop when they reach a certain height. Monsters not counted in range if dead. 2 years ago
Effect.cpp Layering rendering now proper. 2 years ago
Effect.h Layering rendering now proper. 2 years ago
EnergyBolt.cpp Layering rendering now proper. 2 years ago
FireBolt.cpp Layering rendering now proper. 2 years ago
InitialConcept.txt Initial setup of Monster structures 2 years ago
Map.cpp 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
Map.h 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
Monster.cpp Tidy up map zones, fix upper and lower level collision interactions. 2 years ago
Monster.h Add in pathfinding abilities to monster movement strategies. 2 years ago
MonsterData.cpp Death animation now tied to monster data. 2 years ago
NewClasses.txt Mana implemented. When not enough mana is available for an ability, a notification appears. 2 years ago
Pathfinding.cpp Add in pathfinding abilities to monster movement strategies. 2 years ago
Pathfinding.h Pathfinding now returns the nodes to reach a destination in preparation for use w/AI pathfinding 2 years ago
Player.cpp Tidy up map zones, fix upper and lower level collision interactions. 2 years ago
Player.h Add in pathfinding abilities to monster movement strategies. 2 years ago
RCa12948 Include game icon in executable and game window (such a PITA) 2 years ago
State.h Add in pathfinding abilities to monster movement strategies. 2 years ago
TMXParser.h Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones. 2 years ago
TSXParser.h Staircase incremental movement implemented. 2 years ago
Version.h Tidy up map zones, fix upper and lower level collision interactions. 2 years ago
buildtemplate.html Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 2 years ago
cpp.hint Implement ground slam animation 2 years ago
emscripten_build.ps1 Added emscripten auto-compile capabilities to Release builds. 2 years ago
loc.sh File description, project properties, company name, and other meta fields all applied to game executables on build. 2 years ago
olcPGEX_TransformedView.h Implement TransformedView and Camera util 2 years ago
olcPixelGameEngine.h Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map. 2 years ago
olcUTIL_Animate2D.h Initial setup of Monster structures 2 years ago
olcUTIL_Camera2D.h Initial setup of Monster structures 2 years ago
olcUTIL_Geometry2D.h Add line to rectangle collision detection in geom2d header. 2 years ago
pge.data Include executable in build. 2 years ago
pge.html Test a code update. 2 years ago
pge.js Include executable in build. 2 years ago
pge.wasm Include executable in build. 2 years ago
pixelGameEngine.cpp Parse TSX files and link map data to map tilesets in Tiled. 2 years ago
pixelGameEngine.o Read Zone tile data from the map to prepare for special interactions in the game. 2 years ago
resource.h Include game icon in executable and game window (such a PITA) 2 years ago
resource1.h Include game icon in executable and game window (such a PITA) 2 years ago
sig Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 2 years ago
switch-class.snippet All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel. 2 years ago
update_version.ps1 Implemented auto-incrementing project version numbers. 2 years ago
utils.cpp Fire Bolt implemented. 2 years ago
utils.h Fire Bolt implemented. 2 years ago