.. |
C++/scripts
|
Update SigScript
|
1 year ago |
assets
|
small progress on tile presets
|
1 year ago |
utils
|
Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale
|
1 year ago |
ATTRIBUTION
|
Added lightning bolt attack, added emitter system
|
1 year 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.
|
1 year 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.
|
1 year ago |
Animation.cpp
|
Animations that are missing from the animation map now auto-generate after animations have been defined.
|
1 year ago |
Animation.h
|
Super big refactor of the animation storage and monster storage system using configuration files.
|
1 year 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.
|
1 year 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.
|
1 year 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.
|
1 year ago |
Bullet.h
|
Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
|
1 year ago |
BulletTypes.h
|
Add in Charged Shot ability and allow precasting without the targeting indicator.
|
1 year 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.
|
1 year ago |
Class.h
|
Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black
|
1 year ago |
ClassDiagram2.cd
|
Tile animations implemented. Fix off-by-one error with tileset identification.
|
1 year ago |
ClassDiagram2.png
|
Tile animations implemented. Fix off-by-one error with tileset identification.
|
1 year ago |
Crawler
|
Populate animation data into map
|
1 year ago |
Crawler.cpp
|
Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete.
|
1 year ago |
Crawler.h
|
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.
|
1 year ago |
Crawler.rc
|
File description, project properties, company name, and other meta fields all applied to game executables on build.
|
1 year ago |
Crawler.tiled-project
|
Water tile reflections implemented.
|
1 year ago |
Crawler.vcxproj
|
Added particle effects for slime king jump and landing.
|
1 year ago |
Crawler.vcxproj.filters
|
Added particle effects for slime king jump and landing.
|
1 year ago |
Crawler_Slime_King_Encounter.txt
|
Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it.
|
1 year ago |
DEFINES.h
|
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.
|
1 year ago |
DamageNumber.cpp
|
Code analysis suggestions implemented.
|
1 year ago |
DamageNumber.h
|
Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays.
|
1 year 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.
|
1 year ago |
Effect.h
|
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.
|
1 year 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.
|
1 year 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.
|
1 year 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.
|
1 year ago |
FallingDebris.h
|
Added particle effects for slime king jump and landing.
|
1 year 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.
|
1 year ago |
InitialConcept.txt
|
Initial setup of Monster structures
|
1 year 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.
|
1 year 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.
|
1 year 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.
|
1 year ago |
Map.h
|
Water tile reflections implemented.
|
1 year ago |
Meteor.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.
|
1 year ago |
Monster.cpp
|
Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete.
|
1 year ago |
Monster.h
|
Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete.
|
1 year ago |
MonsterAttribute.h
|
Corrected web build linux script and fixed animations on Turret flower. Issue #19
|
1 year ago |
MonsterData.cpp
|
Code analysis suggestions implemented.
|
1 year ago |
MonsterStrategyHelpers.h
|
Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy.
|
1 year ago |
NewClasses.txt
|
Multishot Ranger ability implemented.
|
1 year ago |
Pathfinding.cpp
|
Added display configuration parameter for debugging pathfinding. Reduced distance threshold for Wizard teleport to prevent jarring returns to previous position.
|
1 year ago |
Pathfinding.h
|
Code analysis suggestions implemented.
|
1 year ago |
Player.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.
|
1 year ago |
Player.h
|
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.
|
1 year 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.
|
1 year ago |
RCa12948
|
Include game icon in executable and game window (such a PITA)
|
1 year ago |
RUN_STRATEGY.cpp
|
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.
|
1 year ago |
Ranger.cpp
|
Super big refactor of the animation storage and monster storage system using configuration files.
|
1 year ago |
RunTowards.cpp
|
Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
|
1 year ago |
ShootAfar.cpp
|
Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
|
1 year ago |
SlimeKing.cpp
|
Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete.
|
1 year ago |
Slime_King_Encounter.txt
|
Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it.
|
1 year ago |
State.h
|
Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
|
1 year ago |
TMXParser.h
|
Tile animations implemented. Fix off-by-one error with tileset identification.
|
1 year ago |
TSXParser.h
|
Redundant collision tile error handling. And allow a flag for abilities to cancel casts (Wizard Teleport)
|
1 year ago |
Thief.cpp
|
Super big refactor of the animation storage and monster storage system using configuration files.
|
1 year ago |
Trapper.cpp
|
Super big refactor of the animation storage and monster storage system using configuration files.
|
1 year ago |
Turret.cpp
|
Corrected web build linux script and fixed animations on Turret flower. Issue #19
|
1 year ago |
Version.h
|
Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete.
|
1 year 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.
|
1 year ago |
Witch.cpp
|
Super big refactor of the animation storage and monster storage system using configuration files.
|
1 year 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.
|
1 year ago |
buildtemplate.html
|
Corrected web build linux script and fixed animations on Turret flower. Issue #19
|
1 year ago |
config.h
|
Player animations now load dynamically from configuration files.
|
1 year ago |
cpp.hint
|
Implement ground slam animation
|
1 year ago |
emscripten_build.ps1
|
Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file.
|
1 year ago |
loc.sh
|
Ranger only should receive the ranger shooting animation state
|
1 year ago |
olcPGEX_TransformedView.h
|
Water tile reflections implemented.
|
1 year ago |
olcPixelGameEngine.h
|
Water tile reflections implemented.
|
1 year ago |
olcUTIL_Animate2D.h
|
Added lightning bolt attack, added emitter system
|
1 year ago |
olcUTIL_Camera2D.h
|
Initial setup of Monster structures
|
1 year ago |
olcUTIL_DataFile.h
|
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.
|
1 year ago |
olcUTIL_Geometry2D.h
|
Transition fade added for foreground items.
|
1 year ago |
pge.data
|
Water tile reflections implemented.
|
1 year 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.
|
1 year ago |
pge.js
|
Water tile reflections implemented.
|
1 year ago |
pge.wasm
|
Water tile reflections implemented.
|
1 year ago |
pixelGameEngine.cpp
|
Populate animation data into map
|
1 year ago |
play.html
|
Corrected web build linux script and fixed animations on Turret flower. Issue #19
|
1 year ago |
resource.h
|
Include game icon in executable and game window (such a PITA)
|
1 year ago |
resource1.h
|
Include game icon in executable and game window (such a PITA)
|
1 year ago |
safemap.h
|
Animations that are missing from the animation map now auto-generate after animations have been defined.
|
1 year ago |
sig
|
Populate animation data into map
|
1 year ago |
switch-class.snippet
|
All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel.
|
1 year ago |
update_version.ps1
|
Implemented auto-incrementing project version numbers.
|
1 year ago |
utils.cpp
|
Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
|
1 year ago |
utils.h
|
Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
|
1 year ago |