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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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Add in inherited class structure for effects, so effects can have customized behaviors.
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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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Condensed and finished pre-casting code. Refactored the way ability casting is handled
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1 year ago |
Ability.h
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Condensed and finished pre-casting code. Refactored the way ability casting is handled
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1 year ago |
Animation.cpp
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Warrior refactor completed
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1 year ago |
Animation.h
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Add in inherited class structure for effects, so effects can have customized behaviors.
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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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Warrior refactor completed
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1 year ago |
BulletTypes.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 |
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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Condensed and finished pre-casting code. Refactored the way ability casting is handled
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1 year ago |
Crawler.h
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Warrior refactor completed
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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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Warrior refactor completed
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1 year ago |
Crawler.vcxproj.filters
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Warrior refactor completed
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1 year ago |
DEFINES.h
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Class quick test swapping reimplemented.
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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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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 |
Effect.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 |
Effect.h
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Add in inherited class structure for effects, so effects can have customized behaviors.
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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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Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black
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1 year ago |
FireBolt.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 |
InitialConcept.txt
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Initial setup of Monster structures
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1 year ago |
LightningBolt.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 |
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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Transition fade added for foreground items.
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1 year ago |
Meteor.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 |
Monster.cpp
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Class quick test swapping reimplemented.
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1 year ago |
Monster.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 |
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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Mana implemented. When not enough mana is available for an ability, a notification appears.
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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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Let's not be stuck repeatedly casting when a prre-cast finishes....
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1 year ago |
Player.h
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Condensed and finished pre-casting code. Refactored the way ability casting is handled
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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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Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black
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1 year ago |
State.h
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Add precast ability conditions
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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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Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black
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1 year ago |
Trapper.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 |
Version.h
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Move class-specific animation update functions into their own class update functions.
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1 year ago |
Warrior.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 |
Witch.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 |
Wizard.cpp
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Condensed and finished pre-casting code. Refactored the way ability casting is handled
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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 |
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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File description, project properties, company name, and other meta fields all applied to game executables on build.
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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_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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Fixed a tree that wasn't in the upper foreground layer. Release build 594 created.
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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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Fixed a tree that wasn't in the upper foreground layer. Release build 594 created.
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1 year ago |
pge.wasm
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Fixed a tree that wasn't in the upper foreground layer. Release build 594 created.
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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 |
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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Fire Bolt implemented.
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1 year ago |
utils.h
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Fire Bolt implemented.
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1 year ago |