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C++/scripts
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Added MAXIMUM_MEMORY flag to emscripten compile. The game is now large enough to require it 👀
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1 year ago |
assets
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Added casting time parameters to ability configuration files.
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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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Add in Charged Shot ability and allow precasting without the targeting indicator.
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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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Add in Charged Shot ability and allow precasting without the targeting indicator.
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1 year ago |
Animation.h
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Add in Charged Shot ability and allow precasting without the targeting indicator.
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1 year ago |
Arrow.cpp
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Implemented Ranger auto attack plus animations.
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1 year ago |
Buff.h
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Implemented Battlecry. Debuff/Buff modifiers. Fixed bug where player can auto attack during a ground slam.
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1 year ago |
Bullet.cpp
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Warrior refactor completed
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1 year ago |
Bullet.h
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Implemented Ranger auto attack plus animations.
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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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Add in Charged Shot ability and allow precasting without the targeting indicator.
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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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Condensed and finished pre-casting code. Refactored the way ability casting is handled
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1 year ago |
Crawler.cpp
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Refactored class initializations so reading into class list data from config files works properly.
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1 year ago |
Crawler.h
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Setup class config file directory structure
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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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Upper level and lower level spawning now distinguished in map editor.
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1 year ago |
Crawler.vcxproj
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Read all basic skill data from class configuration files.
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1 year ago |
Crawler.vcxproj.filters
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Read all basic skill data from class configuration files.
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1 year ago |
DEFINES.h
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Refactored class initializations so reading into class list data from config files works properly.
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1 year ago |
DamageNumber.cpp
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Auto attacking now based on click position. Damage numbers will stop when they reach a certain height. Monsters not counted in range if dead.
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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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Meteor Effect particles and impact code completed
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1 year ago |
Effect.h
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Casting range clamping. Refactored hurt function to accept an upperlevel check so there's no requirement to do it manually anymore. Converted AoE damage functions for Meteor to use AoE hurt functions built-in. Fix upper bridge targeting indicator rendering.
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1 year ago |
Emitter.cpp
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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 |
Emitter.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 |
EnergyBolt.cpp
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Implemented Ranger auto attack plus animations.
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1 year ago |
FireBolt.cpp
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Implemented Ranger auto attack plus animations.
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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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Implemented Ranger auto attack plus animations.
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1 year ago |
LightningBoltEmitter.cpp
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Add in inherited class structure for effects, so effects can have customized behaviors.
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1 year ago |
Map.cpp
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Transition fade added for foreground items.
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1 year ago |
Map.h
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Include all map initializations and use configuration file
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1 year ago |
Meteor.cpp
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Meteor shadow is now following the world~
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1 year ago |
Monster.cpp
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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 |
Monster.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 |
MonsterData.cpp
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Death animation now tied to monster data.
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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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Pathfinding now returns the nodes to reach a destination in preparation for use w/AI pathfinding
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1 year ago |
Player.cpp
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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 |
Player.h
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Added casting time parameters to ability configuration files.
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1 year ago |
PulsatingFire.cpp
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Casting range clamping. Refactored hurt function to accept an upperlevel check so there's no requirement to do it manually anymore. Converted AoE damage functions for Meteor to use AoE hurt functions built-in. Fix upper bridge targeting indicator rendering.
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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 |
Ranger.cpp
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Read all basic skill data from class configuration files.
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1 year ago |
Slime_King_Encounter.txt
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Graphics configuration file and initial configuration layout setup.
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1 year ago |
State.h
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Rapid Fire ranger ability implemented.
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1 year ago |
TMXParser.h
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Upper level and lower level spawning now distinguished in map editor.
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1 year ago |
TSXParser.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 |
Thief.cpp
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Read all basic skill data from class configuration files.
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1 year ago |
Trapper.cpp
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Read all basic skill data from class configuration files.
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1 year ago |
Version.h
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Added casting time parameters to ability configuration files.
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1 year ago |
Warrior.cpp
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Read all basic skill data from class configuration files.
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1 year ago |
Witch.cpp
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Read all basic skill data from class configuration files.
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1 year ago |
Wizard.cpp
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Read all basic skill data from class configuration files.
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1 year ago |
buildtemplate.html
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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 |
config.h
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Setup class config file directory structure
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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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Added emscripten auto-compile capabilities to Release builds.
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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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Implement TransformedView and Camera util
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1 year ago |
olcPixelGameEngine.h
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Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map.
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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 indexing and use _ identifiers to please the compiler
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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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Graphics configuration file and initial configuration layout setup.
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1 year ago |
pge.html
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Test a code update.
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1 year ago |
pge.js
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Graphics configuration file and initial configuration layout setup.
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1 year ago |
pge.wasm
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Graphics configuration file and initial configuration layout setup.
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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 |
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 |
sig
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Class quick test swapping reimplemented.
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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 |
test
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Added ghost fading images for retreat ability and facing direction implemented.
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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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Add in Charged Shot ability and allow precasting without the targeting indicator.
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1 year ago |
utils.h
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Add in Charged Shot ability and allow precasting without the targeting indicator.
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1 year ago |