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.vscode
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Refactor inventory window so the scrollable consumable window now subscribes to a listener.
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1 year ago |
C++/scripts
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Update SigScript
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1 year ago |
assets
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Extracted base health, base attack,and growth rates from being tied to the player directly. Values update on class changes.
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1 year ago |
utils
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Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale
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1 year ago |
ATTRIBUTION
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Added lightning bolt attack, added emitter system
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1 year ago |
Ability.cpp
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Added Warrior HUD ability icons
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1 year ago |
Ability.h
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Added Warrior HUD ability icons
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1 year ago |
Animation.cpp
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Added scaling/tiling capabilities for themes. Safe maps have unordered version.
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1 year ago |
Animation.h
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Super big refactor of the animation storage and monster storage system using configuration files.
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1 year ago |
Arrow.cpp
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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.
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1 year ago |
Attributable.h
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Setup internal menu components so they know what button was clicked on a menu function. Compacted the on click menu function for menu buttons.
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1 year ago |
Buff.h
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Fix Warrior slowdown cancel bug (#16). Added debug configuration options to display collision and hidden player info on-screen. Release Build 935.
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1 year ago |
Bullet.cpp
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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.
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1 year ago |
Bullet.h
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Added tile render depth ordering for bullets and effects to prevent ordering weirdness.
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1 year ago |
BulletTypes.h
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Add in Charged Shot ability and allow precasting without the targeting indicator.
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1 year ago |
CharacterInfoWindow.cpp
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Define health and growth rates of each class.
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1 year ago |
CharacterRotatingDisplay.h
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Define health and growth rates of each class.
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1 year ago |
ChargedArrow.cpp
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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.
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1 year ago |
Class.h
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Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black
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1 year ago |
ClassDiagram2.cd
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Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
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1 year ago |
ClassDiagram2.png
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Tile animations implemented. Fix off-by-one error with tileset identification.
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1 year ago |
ClassSelectionWindow.cpp
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Add main menu window interface outlines. Fixed menu labels not being centered properly.
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1 year ago |
Crawler
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Populate animation data into map
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1 year ago |
Crawler.cpp
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Extracted base health, base attack,and growth rates from being tied to the player directly. Values update on class changes.
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1 year ago |
Crawler.h
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Main Menu and Game Play state switching.
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1 year ago |
Crawler.rc
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File description, project properties, company name, and other meta fields all applied to game executables on build.
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1 year ago |
Crawler.tiled-project
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Added map enum types and setup stage plate object and connectors.
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1 year ago |
Crawler.vcxproj
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Add in Rotating character display component
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1 year ago |
Crawler.vcxproj.filters
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Add in Rotating character display component
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1 year ago |
Crawler_Slime_King_Encounter.txt
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Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it.
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1 year ago |
DEFINES.h
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Add in Rotating character display component
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1 year ago |
DamageNumber.cpp
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Differentiate between player damage indicators and enemy damage indicators.
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1 year ago |
DamageNumber.h
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Differentiate between player damage indicators and enemy damage indicators.
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1 year ago |
Effect.cpp
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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.
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1 year ago |
Effect.h
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Added tile render depth ordering for bullets and effects to prevent ordering weirdness.
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1 year ago |
Emitter.cpp
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Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
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1 year ago |
Emitter.h
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Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
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1 year ago |
EnergyBolt.cpp
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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.
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1 year ago |
FallingDebris.h
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Added particle effects for slime king jump and landing.
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1 year ago |
FireBolt.cpp
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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.
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1 year ago |
GameState.cpp
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Extracted base health, base attack,and growth rates from being tied to the player directly. Values update on class changes.
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1 year ago |
GameState.h
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Main Menu and Game Play state switching.
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1 year ago |
InitialConcept.txt
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Initial setup of Monster structures
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1 year ago |
InventoryScrollableWindowComponent.h
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An inventory scrollable component window should not be the same as an inventory window as they would layout things differently. Separated into proper hierarchy.
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1 year ago |
InventoryWindow.cpp
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Add main menu window interface outlines. Fixed menu labels not being centered properly.
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1 year ago |
Item.cpp
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Typo on Accessories. Initialize listener categories
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1 year ago |
Item.h
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Inventory Drag and Drop Management implemented.
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1 year ago |
Key.cpp
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Windowing System button controls, stack system, and custom functions implemented.
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1 year ago |
Key.h
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Keybind system redone, display keybinds and mana costs on HUD.
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1 year ago |
LightningBolt.cpp
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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.
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1 year ago |
LightningBoltEmitter.cpp
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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.
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1 year ago |
MainMenuWindow.cpp
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Add main menu window interface outlines. Fixed menu labels not being centered properly.
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1 year ago |
Map.cpp
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Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
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1 year ago |
Map.h
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Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
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1 year ago |
Menu.cpp
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Define health and growth rates of each class.
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1 year ago |
Menu.h
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Add main menu window interface outlines. Fixed menu labels not being centered properly.
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1 year ago |
MenuComponent.cpp
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Refactor inventory window so the scrollable consumable window now subscribes to a listener.
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1 year ago |
MenuComponent.h
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An inventory scrollable component window should not be the same as an inventory window as they would layout things differently. Separated into proper hierarchy.
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1 year ago |
MenuIconButton.h
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Prepare framework with Draw and DrawDecal split.
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1 year ago |
MenuItemButton.h
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Add main menu window interface outlines. Fixed menu labels not being centered properly.
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1 year ago |
MenuLabel.h
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Define health and growth rates of each class.
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1 year ago |
Meteor.cpp
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Added tile render depth ordering for bullets and effects to prevent ordering weirdness.
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1 year ago |
Monster.cpp
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Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
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1 year ago |
Monster.h
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Proper theming controls added, attributes are now an inheritable interface for anything.
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1 year ago |
MonsterAttribute.h
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Change scrollable window component's offset to be an attribute instead.
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1 year ago |
MonsterData.cpp
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MonsterData safemap was not locked.
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1 year ago |
MonsterStrategyHelpers.h
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Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy.
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1 year ago |
NewClasses.txt
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Multishot Ranger ability implemented.
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1 year ago |
Pathfinding.cpp
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Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
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1 year ago |
Pathfinding.h
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Code analysis suggestions implemented.
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1 year ago |
Player.cpp
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Extracted base health, base attack,and growth rates from being tied to the player directly. Values update on class changes.
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1 year ago |
Player.h
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Extracted base health, base attack,and growth rates from being tied to the player directly. Values update on class changes.
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1 year ago |
PulsatingFire.cpp
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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.
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1 year ago |
RCa12948
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Include game icon in executable and game window (such a PITA)
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1 year ago |
RUN_STRATEGY.cpp
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Phase 4 implemented.
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1 year ago |
Ranger.cpp
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Super big refactor of the animation storage and monster storage system using configuration files.
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1 year ago |
RunAway.cpp
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Phase 4 implemented.
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1 year ago |
RunTowards.cpp
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Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
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1 year ago |
ScrollableWindowComponent.h
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An inventory scrollable component window should not be the same as an inventory window as they would layout things differently. Separated into proper hierarchy.
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1 year ago |
ShootAfar.cpp
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Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
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1 year ago |
SlimeKing.cpp
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Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
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1 year ago |
Slime_King_Encounter.txt
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Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it.
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1 year ago |
State.h
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Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
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1 year ago |
State_GameRun.cpp
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Add main menu window interface outlines. Fixed menu labels not being centered properly.
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1 year ago |
State_MainMenu.cpp
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Add main menu window interface outlines. Fixed menu labels not being centered properly.
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1 year ago |
TMXParser.h
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Added static tileset world optimization and generation features.
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1 year ago |
TSXParser.h
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Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
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1 year ago |
TestMenu.cpp
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Setup framework for scrollbar and buttons in ScrollableWindowComponent. Fixed a bug where disabled buttons would not increment selection check loop. CreateMenu function instead of creating pointer and returning, so windows can add stuff to menus easily.
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1 year ago |
TestSubMenu.cpp
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Setup framework for scrollbar and buttons in ScrollableWindowComponent. Fixed a bug where disabled buttons would not increment selection check loop. CreateMenu function instead of creating pointer and returning, so windows can add stuff to menus easily.
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1 year ago |
Theme.h
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Theme keys are now sorted when loading so they appear in the right order down the line.
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1 year ago |
Thief.cpp
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Super big refactor of the animation storage and monster storage system using configuration files.
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1 year ago |
Trapper.cpp
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Super big refactor of the animation storage and monster storage system using configuration files.
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1 year ago |
Turret.cpp
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Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps.
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1 year ago |
Version.h
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Extracted base health, base attack,and growth rates from being tied to the player directly. Values update on class changes.
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1 year ago |
Warrior.cpp
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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.
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1 year ago |
Witch.cpp
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Super big refactor of the animation storage and monster storage system using configuration files.
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1 year ago |
Wizard.cpp
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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.
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1 year ago |
buildtemplate.html
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Corrected web build linux script and fixed animations on Turret flower. Issue #19
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1 year ago |
config.h
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Player animations now load dynamically from configuration files.
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1 year ago |
cpp.hint
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Implement ground slam animation
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1 year ago |
emscripten_build.ps1
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Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file.
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1 year ago |
loc.sh
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Ranger only should receive the ranger shooting animation state
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1 year ago |
ms-vscode.cpptools-1.16.3@linux-x64.vsix
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Implemented multi-stage jump phase 2
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1 year ago |
olcPGEX_Graphics2D.h
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Prepare framework with Draw and DrawDecal split.
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1 year ago |
olcPGEX_TransformedView.h
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Differentiate between player damage indicators and enemy damage indicators.
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1 year ago |
olcPixelGameEngine.h
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Prepare framework with Draw and DrawDecal split.
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1 year ago |
olcUTIL_Animate2D.h
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Added lightning bolt attack, added emitter system
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1 year ago |
olcUTIL_Camera2D.h
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Initial setup of Monster structures
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1 year ago |
olcUTIL_DataFile.h
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Added scaling/tiling capabilities for themes. Safe maps have unordered version.
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1 year ago |
olcUTIL_Geometry2D.h
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Transition fade added for foreground items.
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1 year ago |
pge.data
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Build 1418. Slime King fight is fully implemented.
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1 year ago |
pge.html
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Release Build 1100. Camera now starts near the player for a smoother looking pan effect instead of somewhere far off-screen. Custom monster attribute handling now completed and compact.
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1 year ago |
pge.js
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Build 1418. Slime King fight is fully implemented.
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1 year ago |
pge.wasm
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Build 1418. Slime King fight is fully implemented.
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1 year ago |
pixelGameEngine.cpp
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Prepare framework with Draw and DrawDecal split.
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1 year ago |
play.html
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Corrected web build linux script and fixed animations on Turret flower. Issue #19
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1 year ago |
resource.h
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Include game icon in executable and game window (such a PITA)
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1 year ago |
resource1.h
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Include game icon in executable and game window (such a PITA)
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1 year ago |
safemap.h
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Handled dynamic adding and removing of inventory items and syncing with menu systems.
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1 year ago |
sig
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Populate animation data into map
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1 year ago |
switch-class.snippet
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All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel.
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1 year ago |
update_version.ps1
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Implemented auto-incrementing project version numbers.
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1 year ago |
utils.cpp
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Prepare framework with Draw and DrawDecal split.
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1 year ago |
utils.h
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Prepare framework with Draw and DrawDecal split.
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1 year ago |