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, Sig, Sigo 293938dc3f Update SigScript 1 year ago
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C++/scripts Update SigScript 1 year ago
assets Prep animated tile structures. 1 year ago
utils Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 1 year ago
ATTRIBUTION Added lightning bolt attack, added emitter system 1 year ago
Ability.cpp Code analysis suggestions implemented. 1 year ago
Ability.h Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
Animation.cpp Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 1 year ago
Animation.h Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Arrow.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Buff.h 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
Bullet.cpp Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy. 1 year ago
Bullet.h Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king. 1 year ago
BulletTypes.h Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
ChargedArrow.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Class.h Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 1 year ago
Crawler Linux build requires C++20 standard and GL compile flag 1 year ago
Crawler.cpp Prep animated tile structures. 1 year ago
Crawler.h 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. 1 year ago
Crawler.rc File description, project properties, company name, and other meta fields all applied to game executables on build. 1 year ago
Crawler.tiled-project Added all collision tile setups and moved old 1-1 zones and spawns to the new version of the map. 1 year ago
Crawler.vcxproj Refactored dynamic variable system, removed _ATTRIBUTE and type dependency, and optional default value issues. 1 year ago
Crawler.vcxproj.filters Refactored dynamic variable system, removed _ATTRIBUTE and type dependency, and optional default value issues. 1 year ago
Crawler_Slime_King_Encounter.txt Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it. 1 year ago
DEFINES.h Prep animated tile structures. 1 year ago
DamageNumber.cpp Code analysis suggestions implemented. 1 year ago
DamageNumber.h Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 1 year ago
Effect.cpp Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king. 1 year ago
Effect.h Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king. 1 year ago
Emitter.cpp Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king. 1 year ago
Emitter.h Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king. 1 year ago
EnergyBolt.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
FireBolt.cpp Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
InitialConcept.txt Initial setup of Monster structures 1 year ago
LightningBolt.cpp Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
LightningBoltEmitter.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Map.cpp 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. 1 year ago
Map.h Fix incorrect ordering of fade layers. 1 year ago
Meteor.cpp Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
Monster.cpp Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
Monster.h Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
MonsterAttribute.h Corrected web build linux script and fixed animations on Turret flower. Issue #19 1 year ago
MonsterData.cpp Code analysis suggestions implemented. 1 year ago
MonsterStrategyHelpers.h Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy. 1 year ago
NewClasses.txt Multishot Ranger ability implemented. 1 year ago
Pathfinding.cpp Add in pathfinding abilities to monster movement strategies. 1 year ago
Pathfinding.h Code analysis suggestions implemented. 1 year ago
Player.cpp Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
Player.h Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
PulsatingFire.cpp Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
RCa12948 Include game icon in executable and game window (such a PITA) 1 year ago
RUN_STRATEGY.cpp 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
Ranger.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
RunTowards.cpp Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 1 year ago
ShootAfar.cpp Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 1 year ago
SlimeKing.cpp Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
Slime_King_Encounter.txt Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it. 1 year ago
State.h Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 1 year ago
TMXParser.h Fix incorrect ordering of fade layers. 1 year ago
TSXParser.h Code analysis suggestions implemented. 1 year ago
Thief.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Trapper.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Turret.cpp Corrected web build linux script and fixed animations on Turret flower. Issue #19 1 year ago
Version.h 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. 1 year ago
Warrior.cpp Finished slime king jump attack, account for Z axis when determining damage validity. 1 year ago
Witch.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Wizard.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
buildtemplate.html Corrected web build linux script and fixed animations on Turret flower. Issue #19 1 year ago
config.h Player animations now load dynamically from configuration files. 1 year ago
cpp.hint Implement ground slam animation 1 year ago
emscripten_build.ps1 Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file. 1 year ago
loc.sh Ranger only should receive the ranger shooting animation state 1 year ago
olcPGEX_TransformedView.h Scuffed lambda function passing for tile group handling. Need to prep multi-layer rendering for tile groups. 1 year ago
olcPixelGameEngine.h Windows and emscripten mouse handling outside window now works! 1 year ago
olcUTIL_Animate2D.h Added lightning bolt attack, added emitter system 1 year ago
olcUTIL_Camera2D.h Initial setup of Monster structures 1 year ago
olcUTIL_DataFile.h Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king. 1 year ago
olcUTIL_Geometry2D.h Transition fade added for foreground items. 1 year ago
pge.data 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. 1 year ago
pge.html 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. 1 year ago
pge.js 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. 1 year ago
pge.wasm 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. 1 year ago
pixelGameEngine.cpp Parse TSX files and link map data to map tilesets in Tiled. 1 year ago
play.html Corrected web build linux script and fixed animations on Turret flower. Issue #19 1 year ago
resource.h Include game icon in executable and game window (such a PITA) 1 year ago
resource1.h Include game icon in executable and game window (such a PITA) 1 year ago
safemap.h Scuffed lambda function passing for tile group handling. Need to prep multi-layer rendering for tile groups. 1 year ago
sig Update SigScript 1 year ago
switch-class.snippet All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel. 1 year ago
update_version.ps1 Implemented auto-incrementing project version numbers. 1 year ago
utils.cpp Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 1 year ago
utils.h Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 1 year ago