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C++/scripts
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Update SigScript
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2 years ago |
assets
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Projectile shot Phase 2 attack and casting animation implemented.
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2 years 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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2 years ago |
ATTRIBUTION
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Added lightning bolt attack, added emitter system
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2 years ago |
Ability.cpp
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Corrected issues with Ability declaration not matching macro. Cast cancelling moves now properly cancel any active cast. All abilities have configurable cancelCast settings.
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2 years ago |
Ability.h
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Corrected issues with Ability declaration not matching macro. Cast cancelling moves now properly cancel any active cast. All abilities have configurable cancelCast settings.
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2 years ago |
Animation.cpp
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Projectile shot Phase 2 attack and casting animation implemented.
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2 years ago |
Animation.h
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Super big refactor of the animation storage and monster storage system using configuration files.
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2 years ago |
Arrow.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
Buff.h
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Fix Warrior slowdown cancel bug (#16). Added debug configuration options to display collision and hidden player info on-screen. Release Build 935.
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2 years ago |
Bullet.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
Bullet.h
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Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
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2 years ago |
BulletTypes.h
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Add in Charged Shot ability and allow precasting without the targeting indicator.
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2 years ago |
ChargedArrow.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years 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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2 years ago |
ClassDiagram2.cd
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Tile animations implemented. Fix off-by-one error with tileset identification.
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2 years ago |
ClassDiagram2.png
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Tile animations implemented. Fix off-by-one error with tileset identification.
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2 years ago |
Crawler
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Populate animation data into map
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2 years ago |
Crawler.cpp
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Fix bullet collision and movement code yet again... On slower frame rates bullets were speeding up.
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2 years ago |
Crawler.h
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Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions.
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2 years 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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2 years ago |
Crawler.tiled-project
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Water tile reflections implemented.
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2 years ago |
Crawler.vcxproj
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Added particle effects for slime king jump and landing.
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2 years ago |
Crawler.vcxproj.filters
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Added particle effects for slime king jump and landing.
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2 years ago |
Crawler_Slime_King_Encounter.txt
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Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it.
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2 years ago |
DEFINES.h
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Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions.
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2 years ago |
DamageNumber.cpp
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Code analysis suggestions implemented.
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2 years 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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2 years ago |
Effect.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
Effect.h
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
Emitter.cpp
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Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
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2 years ago |
Emitter.h
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Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
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2 years ago |
EnergyBolt.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
FallingDebris.h
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Added particle effects for slime king jump and landing.
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2 years ago |
FireBolt.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
InitialConcept.txt
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Initial setup of Monster structures
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2 years ago |
LightningBolt.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
LightningBoltEmitter.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
Map.cpp
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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.
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2 years ago |
Map.h
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Water tile reflections implemented.
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2 years ago |
Meteor.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
Monster.cpp
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Change move towards bump behavior to be a chance to stop an instance of this strategy instead.
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2 years ago |
Monster.h
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Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete.
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2 years ago |
MonsterAttribute.h
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Projectile shot Phase 2 attack and casting animation implemented.
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2 years ago |
MonsterData.cpp
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Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions.
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2 years ago |
MonsterStrategyHelpers.h
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Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy.
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2 years ago |
NewClasses.txt
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Multishot Ranger ability implemented.
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2 years ago |
Pathfinding.cpp
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Added display configuration parameter for debugging pathfinding. Reduced distance threshold for Wizard teleport to prevent jarring returns to previous position.
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2 years ago |
Pathfinding.h
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Code analysis suggestions implemented.
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2 years ago |
Player.cpp
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Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring.
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2 years ago |
Player.h
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Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring.
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2 years ago |
PulsatingFire.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
RCa12948
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Include game icon in executable and game window (such a PITA)
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2 years ago |
RUN_STRATEGY.cpp
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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.
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2 years ago |
Ranger.cpp
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Super big refactor of the animation storage and monster storage system using configuration files.
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2 years ago |
RunTowards.cpp
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Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
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2 years ago |
ShootAfar.cpp
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Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
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2 years ago |
SlimeKing.cpp
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Projectile shot Phase 2 attack and casting animation implemented.
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2 years ago |
Slime_King_Encounter.txt
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Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it.
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2 years ago |
State.h
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Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
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2 years ago |
TMXParser.h
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Tile animations implemented. Fix off-by-one error with tileset identification.
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2 years ago |
TSXParser.h
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Redundant collision tile error handling. And allow a flag for abilities to cancel casts (Wizard Teleport)
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2 years ago |
Thief.cpp
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Super big refactor of the animation storage and monster storage system using configuration files.
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2 years ago |
Trapper.cpp
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Super big refactor of the animation storage and monster storage system using configuration files.
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2 years ago |
Turret.cpp
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Corrected web build linux script and fixed animations on Turret flower. Issue #19
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2 years ago |
Version.h
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Projectile shot Phase 2 attack and casting animation implemented.
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2 years ago |
Warrior.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
Witch.cpp
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Super big refactor of the animation storage and monster storage system using configuration files.
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2 years ago |
Wizard.cpp
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All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
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2 years ago |
buildtemplate.html
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Corrected web build linux script and fixed animations on Turret flower. Issue #19
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2 years ago |
config.h
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Player animations now load dynamically from configuration files.
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2 years ago |
cpp.hint
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Implement ground slam animation
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2 years ago |
emscripten_build.ps1
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Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file.
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2 years ago |
loc.sh
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Ranger only should receive the ranger shooting animation state
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2 years ago |
olcPGEX_TransformedView.h
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Water tile reflections implemented.
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2 years ago |
olcPixelGameEngine.h
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Water tile reflections implemented.
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2 years ago |
olcUTIL_Animate2D.h
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Added lightning bolt attack, added emitter system
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2 years ago |
olcUTIL_Camera2D.h
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Initial setup of Monster structures
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2 years ago |
olcUTIL_DataFile.h
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HasProperty config parameter recursion is now a thing, allowing for subproperties to be checked via the . syntax.
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2 years ago |
olcUTIL_Geometry2D.h
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Transition fade added for foreground items.
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2 years ago |
pge.data
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Water tile reflections implemented.
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2 years ago |
pge.html
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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.
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2 years ago |
pge.js
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Water tile reflections implemented.
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2 years ago |
pge.wasm
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Water tile reflections implemented.
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2 years ago |
pixelGameEngine.cpp
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Populate animation data into map
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2 years ago |
play.html
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Corrected web build linux script and fixed animations on Turret flower. Issue #19
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2 years ago |
resource.h
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Include game icon in executable and game window (such a PITA)
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2 years ago |
resource1.h
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Include game icon in executable and game window (such a PITA)
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2 years ago |
safemap.h
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Animations that are missing from the animation map now auto-generate after animations have been defined.
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2 years ago |
sig
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Populate animation data into map
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2 years 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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2 years ago |
update_version.ps1
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Implemented auto-incrementing project version numbers.
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2 years ago |
utils.cpp
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Projectile shot Phase 2 attack and casting animation implemented.
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2 years ago |
utils.h
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Projectile shot Phase 2 attack and casting animation implemented.
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2 years ago |