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 85af67fa60 Example prototype for monster spawning management added in 1-1. 2 years ago
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C++/scripts Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 2 years ago
assets Example prototype for monster spawning management added in 1-1. 2 years ago
utils Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 2 years ago
Ability.cpp Mana implemented. When not enough mana is available for an ability, a notification appears. 2 years ago
Ability.h Mana implemented. When not enough mana is available for an ability, a notification appears. 2 years ago
Animation.h Added mini particles for teleporting. 2 years ago
Buff.h Implemented Battlecry. Debuff/Buff modifiers. Fixed bug where player can auto attack during a ground slam. 2 years ago
Bullet.cpp Layering rendering now proper. 2 years ago
Bullet.h Layering rendering now proper. 2 years ago
BulletTypes.h Layering rendering now proper. 2 years ago
Class.cpp Layering rendering now proper. 2 years ago
Class.h Refactored all the game classes into derived classes. 2 years ago
Crawler Read Zone tile data from the map to prepare for special interactions in the game. 2 years ago
Crawler.cpp Layering rendering now proper. 2 years ago
Crawler.h Layering rendering now proper. 2 years ago
Crawler.rc File description, project properties, company name, and other meta fields all applied to game executables on build. 2 years ago
Crawler.tiled-project Example prototype for monster spawning management added in 1-1. 2 years ago
Crawler.vcxproj Fire Bolt implemented. 2 years ago
Crawler.vcxproj.filters Fire Bolt implemented. 2 years ago
DEFINES.h Layering rendering now proper. 2 years ago
DamageNumber.cpp Auto attacking now based on click position. Damage numbers will stop when they reach a certain height. Monsters not counted in range if dead. 2 years ago
DamageNumber.h Auto attacking now based on click position. Damage numbers will stop when they reach a certain height. Monsters not counted in range if dead. 2 years ago
Effect.cpp Layering rendering now proper. 2 years ago
Effect.h Layering rendering now proper. 2 years ago
EnergyBolt.cpp Layering rendering now proper. 2 years ago
FireBolt.cpp Layering rendering now proper. 2 years ago
InitialConcept.txt Initial setup of Monster structures 2 years ago
Map.cpp Detect connected tile groups and allow for fade out of the foreground layer when the player gets in range. These groups are initialized on level loading and self-expand. 2 years ago
Map.h Staircase incremental movement implemented. 2 years ago
Monster.cpp Layering rendering now proper. 2 years ago
Monster.h Layering rendering now proper. 2 years ago
MonsterData.cpp Death animation now tied to monster data. 2 years ago
NewClasses.txt Mana implemented. When not enough mana is available for an ability, a notification appears. 2 years ago
Pathfinding.cpp Example prototype for monster spawning management added in 1-1. 2 years ago
Pathfinding.h Bridge flags properly enabled and working. Fix image paths in maps. 2 years ago
Player.cpp Layering rendering now proper. 2 years ago
Player.h Include flags for monsters and players to indicate if they are on the upper level or lower level. 2 years ago
RCa12948 Include game icon in executable and game window (such a PITA) 2 years ago
State.h Teleport animation implemented. 2 years ago
TMXParser.h Zones caused the player to swap between upper and lower levels. 2 years ago
TSXParser.h Staircase incremental movement implemented. 2 years ago
Version.h Layering rendering now proper. 2 years ago
buildtemplate.html Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 2 years ago
cpp.hint Implement ground slam animation 2 years ago
emscripten_build.ps1 Added emscripten auto-compile capabilities to Release builds. 2 years ago
loc.sh File description, project properties, company name, and other meta fields all applied to game executables on build. 2 years ago
olcPGEX_TransformedView.h Implement TransformedView and Camera util 2 years ago
olcPixelGameEngine.h Changed version display string shadow to match other shadow texts. 2 years ago
olcUTIL_Animate2D.h Initial setup of Monster structures 2 years ago
olcUTIL_Camera2D.h Initial setup of Monster structures 2 years ago
olcUTIL_Geometry2D.h Add line to rectangle collision detection in geom2d header. 2 years ago
pge.data Zones caused the player to swap between upper and lower levels. 2 years ago
pge.html Test a code update. 2 years ago
pge.js Zones caused the player to swap between upper and lower levels. 2 years ago
pge.wasm Zones caused the player to swap between upper and lower levels. 2 years ago
pixelGameEngine.cpp Parse TSX files and link map data to map tilesets in Tiled. 2 years ago
pixelGameEngine.o Read Zone tile data from the map to prepare for special interactions in the game. 2 years ago
resource.h Include game icon in executable and game window (such a PITA) 2 years ago
resource1.h Include game icon in executable and game window (such a PITA) 2 years ago
sig Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 2 years ago
switch-class.snippet All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel. 2 years ago
update_version.ps1 Implemented auto-incrementing project version numbers. 2 years ago
utils.cpp Fire Bolt implemented. 2 years ago
utils.h Fire Bolt implemented. 2 years ago