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
Quapsel 9b08566d6c Chapter 2 added on World Map 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 Chapter 2 added on World Map 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 Wizard energy bolt attack implemented. 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 Bullets now have derived types. 2 years ago
Bullet.h Bullets now have derived types. 2 years ago
BulletTypes.h Consolidated jump and shoot animations for monsters into MonsterData. 2 years ago
Class.cpp Refactored all the game classes into derived classes. 2 years ago
Class.h Refactored all the game classes into derived classes. 2 years ago
Crawler.cpp Refactored all the game classes into derived classes. 2 years ago
Crawler.h Wizard energy bolt attack implemented. 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 Add hit reset flag for monsters that charge at players such that they must reset it to damage the player with contact damage again. Player spawn location now reads from the level file. Collision tile data loaded. 2 years ago
Crawler.vcxproj Bullets now have derived types. 2 years ago
Crawler.vcxproj.filters Bullets now have derived types. 2 years ago
DEFINES.h Refactored all the game classes into derived classes. 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 Wizard energy bolt attack implemented. 2 years ago
Effect.h Wizard energy bolt attack implemented. 2 years ago
EnergyBolt.cpp Bullets now have derived types. 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 Add hit reset flag for monsters that charge at players such that they must reset it to damage the player with contact damage again. Player spawn location now reads from the level file. Collision tile data loaded. 2 years ago
Monster.cpp Consolidated jump and shoot animations for monsters into MonsterData. 2 years ago
Monster.h Consolidated jump and shoot animations for monsters into MonsterData. 2 years ago
MonsterData.cpp Consolidated jump and shoot animations for monsters into MonsterData. 2 years ago
NewClasses.txt Mana implemented. When not enough mana is available for an ability, a notification appears. 2 years ago
Player.cpp Refactored all the game classes into derived classes. 2 years ago
Player.h Refactored all the game classes into derived classes. 2 years ago
RCa12948 Include game icon in executable and game window (such a PITA) 2 years ago
State.h Sonic Slash implemented for Warrior. Build updated w/new features. 2 years ago
TMXParser.h Add hit reset flag for monsters that charge at players such that they must reset it to damage the player with contact damage again. Player spawn location now reads from the level file. Collision tile data loaded. 2 years ago
TSXParser.h Add hit reset flag for monsters that charge at players such that they must reset it to damage the player with contact damage again. Player spawn location now reads from the level file. Collision tile data loaded. 2 years ago
Version.h Refactored all the game classes into derived classes. 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
monSlimeA.cpp Consolidated jump and shoot animations for monsters into MonsterData. 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 Changed version display string shadow to match other shadow texts. 2 years ago
pge.html Test a code update. 2 years ago
pge.js Changed version display string shadow to match other shadow texts. 2 years ago
pge.wasm Changed version display string shadow to match other shadow texts. 2 years ago
pixelGameEngine.cpp Parse TSX files and link map data to map tilesets in Tiled. 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