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
Nic0Nic0Nii bcbc10cb7c Ranger should be the only one updating the ranger-specific shooting animation 2 years ago
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C++/scripts Added MAXIMUM_MEMORY flag to emscripten compile. The game is now large enough to require it 👀 2 years ago
assets Refactor Animation loading to reduce repetition. 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
ATTRIBUTION Added lightning bolt attack, added emitter system 2 years ago
Ability.cpp Condensed and finished pre-casting code. Refactored the way ability casting is handled 2 years ago
Ability.h Class abilities are statically set so they are initialized on load to allow for proper swapping. 2 years ago
Animation.cpp Implemented Ranger auto attack plus animations. 2 years ago
Animation.h Implemented Ranger auto attack plus animations. 2 years ago
Arrow.cpp Implemented Ranger auto attack plus animations. 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 Warrior refactor completed 2 years ago
Bullet.h Implemented Ranger auto attack plus animations. 2 years ago
BulletTypes.h Implemented Ranger auto attack plus animations. 2 years ago
Class.h Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 2 years ago
Crawler Condensed and finished pre-casting code. Refactored the way ability casting is handled 2 years ago
Crawler.cpp Added ghost fading images for retreat ability and facing direction implemented. 2 years ago
Crawler.h Rapid Fire ranger ability 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 Upper level and lower level spawning now distinguished in map editor. 2 years ago
Crawler.vcxproj Implemented Ranger auto attack plus animations. 2 years ago
Crawler.vcxproj.filters Implemented Ranger auto attack plus animations. 2 years ago
DEFINES.h Fixed fElapsedTime bug going negative seemingly randomly. Thank std::chrono::library::that::is::way::too::annoying::to::use::and::apparently::is::not::ultra::accurate 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 Meteor Effect particles and impact code completed 2 years ago
Effect.h 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. 2 years ago
Emitter.cpp Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 2 years ago
Emitter.h Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 2 years ago
EnergyBolt.cpp Implemented Ranger auto attack plus animations. 2 years ago
FireBolt.cpp Implemented Ranger auto attack plus animations. 2 years ago
InitialConcept.txt Initial setup of Monster structures 2 years ago
LightningBolt.cpp Implemented Ranger auto attack plus animations. 2 years ago
LightningBoltEmitter.cpp Add in inherited class structure for effects, so effects can have customized behaviors. 2 years ago
Map.cpp Transition fade added for foreground items. 2 years ago
Map.h Transition fade added for foreground items. 2 years ago
Meteor.cpp Meteor shadow is now following the world~ 2 years ago
Monster.cpp 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. 2 years ago
Monster.h 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. 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 Add in pathfinding abilities to monster movement strategies. 2 years ago
Pathfinding.h Pathfinding now returns the nodes to reach a destination in preparation for use w/AI pathfinding 2 years ago
Player.cpp Ranger should be the only one updating the ranger-specific shooting animation 2 years ago
Player.h Rapid Fire ranger ability implemented. 2 years ago
PulsatingFire.cpp 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. 2 years ago
RCa12948 Include game icon in executable and game window (such a PITA) 2 years ago
Ranger.cpp Rapid Fire ranger ability implemented. 2 years ago
State.h Rapid Fire ranger ability implemented. 2 years ago
TMXParser.h Upper level and lower level spawning now distinguished in map editor. 2 years ago
TSXParser.h Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 2 years ago
Thief.cpp Class abilities are statically set so they are initialized on load to allow for proper swapping. 2 years ago
Trapper.cpp Class abilities are statically set so they are initialized on load to allow for proper swapping. 2 years ago
Version.h Meteor shadow is now following the world~ 2 years ago
Warrior.cpp Class abilities are statically set so they are initialized on load to allow for proper swapping. 2 years ago
Witch.cpp Class abilities are statically set so they are initialized on load to allow for proper swapping. 2 years ago
Wizard.cpp Class abilities are statically set so they are initialized on load to allow for proper swapping. 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 Ranger only should receive the ranger shooting animation state 2 years ago
olcPGEX_TransformedView.h Implement TransformedView and Camera util 2 years ago
olcPixelGameEngine.h Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map. 2 years ago
olcUTIL_Animate2D.h Added lightning bolt attack, added emitter system 2 years ago
olcUTIL_Camera2D.h Initial setup of Monster structures 2 years ago
olcUTIL_Geometry2D.h Transition fade added for foreground items. 2 years ago
pge.data 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. 2 years ago
pge.html Test a code update. 2 years ago
pge.js 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. 2 years ago
pge.wasm 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. 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 Class quick test swapping reimplemented. 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
test Added ghost fading images for retreat ability and facing direction implemented. 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