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C++/scripts
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Update SigScript
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1 year ago |
assets
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1_2 Update
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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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Corrected issues with Ability declaration not matching macro. Cast cancelling moves now properly cancel any active cast. All abilities have configurable cancelCast settings.
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1 year ago |
Ability.h
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Corrected issues with Ability declaration not matching macro. Cast cancelling moves now properly cancel any active cast. All abilities have configurable cancelCast settings.
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1 year ago |
Animation.cpp
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Make the animation speedy.
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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 |
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 |
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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Tile animations implemented. Fix off-by-one error with tileset identification.
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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 |
Crawler
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Populate animation data into map
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1 year ago |
Crawler.cpp
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Cooldown icon indicators.
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1 year ago |
Crawler.h
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Added DrawPie function, fix up invisible foreground tiles (was not rendering).
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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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Water tile reflections implemented.
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1 year ago |
Crawler.vcxproj
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Phase 4 implemented.
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1 year ago |
Crawler.vcxproj.filters
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Phase 4 implemented.
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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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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 |
DamageNumber.cpp
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Code analysis suggestions implemented.
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1 year ago |
DamageNumber.h
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Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays.
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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 |
InitialConcept.txt
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Initial setup of Monster structures
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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 |
Map.cpp
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Release build 1198. Upper ground/spawn fade group auto detection now properly implemented. Reduced fade out range of spawn groups along the bottom edge. Added wall boundary for the campaign level.
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1 year ago |
Map.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 |
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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Build 1418. Slime King fight is fully implemented.
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1 year ago |
Monster.h
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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 |
MonsterAttribute.h
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Build 1418. Slime King fight is fully implemented.
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1 year ago |
MonsterData.cpp
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Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions.
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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 display configuration parameter for debugging pathfinding. Reduced distance threshold for Wizard teleport to prevent jarring returns to previous position.
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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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Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring.
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1 year ago |
Player.h
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Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring.
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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 |
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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Build 1418. Slime King fight is fully implemented.
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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 |
TMXParser.h
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Tile animations implemented. Fix off-by-one error with tileset identification.
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1 year ago |
TSXParser.h
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Redundant collision tile error handling. And allow a flag for abilities to cancel casts (Wizard Teleport)
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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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Cooldown icon indicators.
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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_TransformedView.h
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Water tile reflections implemented.
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1 year ago |
olcPixelGameEngine.h
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Added DrawPie function, fix up invisible foreground tiles (was not rendering).
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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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HasProperty config parameter recursion is now a thing, allowing for subproperties to be checked via the . syntax.
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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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Populate animation data into map
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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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Animations that are missing from the animation map now auto-generate after animations have been defined.
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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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Projectile shot Phase 2 attack and casting animation implemented.
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1 year ago |
utils.h
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Projectile shot Phase 2 attack and casting animation implemented.
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1 year ago |