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C++/scripts
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Update SigScript
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1 year ago |
assets
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Prep animated tile structures.
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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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Code analysis suggestions implemented.
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1 year ago |
Ability.h
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Add in Charged Shot ability and allow precasting without the targeting indicator.
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1 year ago |
Animation.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 |
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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Super big refactor of the animation storage and monster storage system using configuration files.
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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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Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy.
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1 year ago |
Bullet.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 |
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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Super big refactor of the animation storage and monster storage system using configuration files.
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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 |
Crawler
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Linux build requires C++20 standard and GL compile flag
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1 year ago |
Crawler.cpp
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Prep animated tile structures.
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1 year ago |
Crawler.h
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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 |
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 all collision tile setups and moved old 1-1 zones and spawns to the new version of the map.
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1 year ago |
Crawler.vcxproj
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Refactored dynamic variable system, removed _ATTRIBUTE and type dependency, and optional default value issues.
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1 year ago |
Crawler.vcxproj.filters
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Refactored dynamic variable system, removed _ATTRIBUTE and type dependency, and optional default value issues.
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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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Prep animated tile structures.
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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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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 |
Effect.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 |
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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Super big refactor of the animation storage and monster storage system using configuration files.
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1 year ago |
FireBolt.cpp
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Finished slime king jump attack, account for Z axis when determining damage validity.
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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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Finished slime king jump attack, account for Z axis when determining damage validity.
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1 year ago |
LightningBoltEmitter.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 |
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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Fix incorrect ordering of fade layers.
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1 year ago |
Meteor.cpp
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Finished slime king jump attack, account for Z axis when determining damage validity.
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1 year ago |
Monster.cpp
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Finished slime king jump attack, account for Z axis when determining damage validity.
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1 year ago |
Monster.h
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Finished slime king jump attack, account for Z axis when determining damage validity.
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1 year ago |
MonsterAttribute.h
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Corrected web build linux script and fixed animations on Turret flower. Issue #19
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1 year ago |
MonsterData.cpp
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Code analysis suggestions implemented.
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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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Add in pathfinding abilities to monster movement strategies.
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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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Finished slime king jump attack, account for Z axis when determining damage validity.
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1 year ago |
Player.h
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Finished slime king jump attack, account for Z axis when determining damage validity.
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1 year ago |
PulsatingFire.cpp
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Finished slime king jump attack, account for Z axis when determining damage validity.
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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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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.
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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 |
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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Finished slime king jump attack, account for Z axis when determining damage validity.
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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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Fix incorrect ordering of fade layers.
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1 year ago |
TSXParser.h
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Code analysis suggestions implemented.
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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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Corrected web build linux script and fixed animations on Turret flower. Issue #19
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1 year ago |
Version.h
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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 |
Warrior.cpp
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Finished slime king jump attack, account for Z axis when determining damage validity.
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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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Super big refactor of the animation storage and monster storage system using configuration files.
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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 |
olcPGEX_TransformedView.h
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Scuffed lambda function passing for tile group handling. Need to prep multi-layer rendering for tile groups.
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1 year ago |
olcPixelGameEngine.h
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Windows and emscripten mouse handling outside window now works!
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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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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 |
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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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 |
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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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 |
pge.wasm
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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 |
pixelGameEngine.cpp
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Parse TSX files and link map data to map tilesets in Tiled.
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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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Scuffed lambda function passing for tile group handling. Need to prep multi-layer rendering for tile groups.
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1 year ago |
sig
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Update SigScript
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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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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 |
utils.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 |