The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
AdventuresInLestoria/Crawler
sigonasr2 c68bdcc673 Cooldown icon indicators. 2 years ago
..
C++/scripts Update SigScript 2 years ago
assets Cooldown icon indicators. 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 Corrected issues with Ability declaration not matching macro. Cast cancelling moves now properly cancel any active cast. All abilities have configurable cancelCast settings. 2 years ago
Ability.h Corrected issues with Ability declaration not matching macro. Cast cancelling moves now properly cancel any active cast. All abilities have configurable cancelCast settings. 2 years ago
Animation.cpp Make the animation speedy. 2 years ago
Animation.h Super big refactor of the animation storage and monster storage system using configuration files. 2 years ago
Arrow.cpp 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. 2 years ago
Buff.h Fix Warrior slowdown cancel bug (#16). Added debug configuration options to display collision and hidden player info on-screen. Release Build 935. 2 years ago
Bullet.cpp 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. 2 years ago
Bullet.h Added tile render depth ordering for bullets and effects to prevent ordering weirdness. 2 years ago
BulletTypes.h Add in Charged Shot ability and allow precasting without the targeting indicator. 2 years ago
ChargedArrow.cpp 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. 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
ClassDiagram2.cd Tile animations implemented. Fix off-by-one error with tileset identification. 2 years ago
ClassDiagram2.png Tile animations implemented. Fix off-by-one error with tileset identification. 2 years ago
Crawler Populate animation data into map 2 years ago
Crawler.cpp Cooldown icon indicators. 2 years ago
Crawler.h Added DrawPie function, fix up invisible foreground tiles (was not rendering). 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 Water tile reflections implemented. 2 years ago
Crawler.vcxproj Phase 4 implemented. 2 years ago
Crawler.vcxproj.filters Phase 4 implemented. 2 years ago
Crawler_Slime_King_Encounter.txt Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it. 2 years ago
DEFINES.h Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps. 2 years ago
DamageNumber.cpp Code analysis suggestions implemented. 2 years ago
DamageNumber.h Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 2 years ago
Effect.cpp 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. 2 years ago
Effect.h Added tile render depth ordering for bullets and effects to prevent ordering weirdness. 2 years ago
Emitter.cpp Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king. 2 years ago
Emitter.h Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king. 2 years ago
EnergyBolt.cpp 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. 2 years ago
FallingDebris.h Added particle effects for slime king jump and landing. 2 years ago
FireBolt.cpp 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. 2 years ago
InitialConcept.txt Initial setup of Monster structures 2 years ago
LightningBolt.cpp 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. 2 years ago
LightningBoltEmitter.cpp 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. 2 years ago
Map.cpp 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. 2 years ago
Map.h Added tile render depth ordering for bullets and effects to prevent ordering weirdness. 2 years ago
Meteor.cpp Added tile render depth ordering for bullets and effects to prevent ordering weirdness. 2 years ago
Monster.cpp Build 1418. Slime King fight is fully implemented. 2 years ago
Monster.h Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps. 2 years ago
MonsterAttribute.h Build 1418. Slime King fight is fully implemented. 2 years ago
MonsterData.cpp Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions. 2 years ago
MonsterStrategyHelpers.h Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy. 2 years ago
NewClasses.txt Multishot Ranger ability implemented. 2 years ago
Pathfinding.cpp Added display configuration parameter for debugging pathfinding. Reduced distance threshold for Wizard teleport to prevent jarring returns to previous position. 2 years ago
Pathfinding.h Code analysis suggestions implemented. 2 years ago
Player.cpp Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring. 2 years ago
Player.h Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring. 2 years ago
PulsatingFire.cpp 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. 2 years ago
RCa12948 Include game icon in executable and game window (such a PITA) 2 years ago
RUN_STRATEGY.cpp Phase 4 implemented. 2 years ago
Ranger.cpp Super big refactor of the animation storage and monster storage system using configuration files. 2 years ago
RunAway.cpp Phase 4 implemented. 2 years ago
RunTowards.cpp Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 2 years ago
ShootAfar.cpp Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 2 years ago
SlimeKing.cpp Build 1418. Slime King fight is fully implemented. 2 years ago
Slime_King_Encounter.txt Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it. 2 years ago
State.h Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 2 years ago
TMXParser.h Tile animations implemented. Fix off-by-one error with tileset identification. 2 years ago
TSXParser.h Redundant collision tile error handling. And allow a flag for abilities to cancel casts (Wizard Teleport) 2 years ago
Thief.cpp Super big refactor of the animation storage and monster storage system using configuration files. 2 years ago
Trapper.cpp Super big refactor of the animation storage and monster storage system using configuration files. 2 years ago
Turret.cpp Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps. 2 years ago
Version.h Cooldown icon indicators. 2 years ago
Warrior.cpp 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. 2 years ago
Witch.cpp Super big refactor of the animation storage and monster storage system using configuration files. 2 years ago
Wizard.cpp 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. 2 years ago
buildtemplate.html Corrected web build linux script and fixed animations on Turret flower. Issue #19 2 years ago
config.h Player animations now load dynamically from configuration files. 2 years ago
cpp.hint Implement ground slam animation 2 years ago
emscripten_build.ps1 Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file. 2 years ago
loc.sh Ranger only should receive the ranger shooting animation state 2 years ago
ms-vscode.cpptools-1.16.3@linux-x64.vsix Implemented multi-stage jump phase 2 2 years ago
olcPGEX_TransformedView.h Water tile reflections implemented. 2 years ago
olcPixelGameEngine.h Added DrawPie function, fix up invisible foreground tiles (was not rendering). 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_DataFile.h HasProperty config parameter recursion is now a thing, allowing for subproperties to be checked via the . syntax. 2 years ago
olcUTIL_Geometry2D.h Transition fade added for foreground items. 2 years ago
pge.data Build 1418. Slime King fight is fully implemented. 2 years ago
pge.html 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. 2 years ago
pge.js Build 1418. Slime King fight is fully implemented. 2 years ago
pge.wasm Build 1418. Slime King fight is fully implemented. 2 years ago
pixelGameEngine.cpp Populate animation data into map 2 years ago
play.html Corrected web build linux script and fixed animations on Turret flower. Issue #19 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
safemap.h Animations that are missing from the animation map now auto-generate after animations have been defined. 2 years ago
sig Populate animation data into map 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 Projectile shot Phase 2 attack and casting animation implemented. 2 years ago
utils.h Projectile shot Phase 2 attack and casting animation implemented. 2 years ago