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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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2 years ago |
assets
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Refactor Animation loading to reduce repetition.
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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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Condensed and finished pre-casting code. Refactored the way ability casting is handled
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2 years ago |
Ability.h
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Class abilities are statically set so they are initialized on load to allow for proper swapping.
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2 years ago |
Animation.cpp
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Implemented Ranger auto attack plus animations.
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2 years ago |
Animation.h
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Implemented Ranger auto attack plus animations.
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2 years ago |
Arrow.cpp
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Implemented Ranger auto attack plus animations.
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2 years 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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2 years ago |
Bullet.cpp
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Warrior refactor completed
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2 years ago |
Bullet.h
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Implemented Ranger auto attack plus animations.
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2 years ago |
BulletTypes.h
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Implemented Ranger auto attack plus animations.
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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 |
Crawler
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Condensed and finished pre-casting code. Refactored the way ability casting is handled
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2 years ago |
Crawler.cpp
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Added ghost fading images for retreat ability and facing direction implemented.
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2 years ago |
Crawler.h
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Rapid Fire ranger ability implemented.
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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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Upper level and lower level spawning now distinguished in map editor.
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2 years ago |
Crawler.vcxproj
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Implemented Ranger auto attack plus animations.
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2 years ago |
Crawler.vcxproj.filters
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Implemented Ranger auto attack plus animations.
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2 years ago |
DEFINES.h
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Fixed fElapsedTime bug going negative seemingly randomly. Thank std::chrono::library::that::is::way::too::annoying::to::use::and::apparently::is::not::ultra::accurate
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2 years 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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2 years 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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2 years ago |
Effect.cpp
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Meteor Effect particles and impact code completed
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2 years 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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2 years 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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2 years 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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2 years ago |
EnergyBolt.cpp
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Implemented Ranger auto attack plus animations.
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2 years ago |
FireBolt.cpp
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Implemented Ranger auto attack plus animations.
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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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Implemented Ranger auto attack plus animations.
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2 years ago |
LightningBoltEmitter.cpp
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Add in inherited class structure for effects, so effects can have customized behaviors.
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2 years ago |
Map.cpp
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Transition fade added for foreground items.
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2 years ago |
Map.h
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Transition fade added for foreground items.
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2 years ago |
Meteor.cpp
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Meteor shadow is now following the world~
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2 years ago |
Monster.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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2 years ago |
Monster.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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2 years ago |
MonsterData.cpp
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Death animation now tied to monster data.
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2 years 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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2 years ago |
Pathfinding.cpp
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Add in pathfinding abilities to monster movement strategies.
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2 years 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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2 years ago |
Player.cpp
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Ranger should be the only one updating the ranger-specific shooting animation
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2 years ago |
Player.h
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Rapid Fire ranger ability implemented.
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2 years 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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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 |
Ranger.cpp
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Rapid Fire ranger ability implemented.
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2 years ago |
State.h
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Rapid Fire ranger ability implemented.
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2 years ago |
TMXParser.h
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Upper level and lower level spawning now distinguished in map editor.
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2 years 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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2 years ago |
Thief.cpp
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Class abilities are statically set so they are initialized on load to allow for proper swapping.
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2 years ago |
Trapper.cpp
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Class abilities are statically set so they are initialized on load to allow for proper swapping.
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2 years ago |
Version.h
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Meteor shadow is now following the world~
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2 years ago |
Warrior.cpp
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Class abilities are statically set so they are initialized on load to allow for proper swapping.
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2 years ago |
Witch.cpp
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Class abilities are statically set so they are initialized on load to allow for proper swapping.
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2 years ago |
Wizard.cpp
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Class abilities are statically set so they are initialized on load to allow for proper swapping.
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2 years 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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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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Added emscripten auto-compile capabilities to Release builds.
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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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Implement TransformedView and Camera util
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2 years 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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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_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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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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2 years ago |
pge.html
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Test a code update.
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2 years ago |
pge.js
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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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2 years ago |
pge.wasm
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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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2 years ago |
pixelGameEngine.cpp
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Parse TSX files and link map data to map tilesets in Tiled.
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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 |
sig
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Class quick test swapping reimplemented.
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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 |
test
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Added ghost fading images for retreat ability and facing direction implemented.
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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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Fire Bolt implemented.
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2 years ago |
utils.h
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Fire Bolt implemented.
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2 years ago |