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
sigonasr2, Sig, Sigo debf151c46 Pathfinding now returns the nodes to reach a destination in preparation for use w/AI pathfinding 1 year ago
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C++/scripts Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 1 year ago
assets small positions changes for 1-1 objects. 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
Ability.cpp Mana implemented. When not enough mana is available for an ability, a notification appears. 1 year ago
Ability.h Mana implemented. When not enough mana is available for an ability, a notification appears. 1 year ago
Animation.h Added mini particles for teleporting. 1 year ago
Buff.h Implemented Battlecry. Debuff/Buff modifiers. Fixed bug where player can auto attack during a ground slam. 1 year ago
Bullet.cpp Layering rendering now proper. 1 year ago
Bullet.h Layering rendering now proper. 1 year ago
BulletTypes.h Layering rendering now proper. 1 year ago
Class.cpp Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones. 1 year ago
Class.h Refactored all the game classes into derived classes. 1 year ago
Crawler Read Zone tile data from the map to prepare for special interactions in the game. 1 year ago
Crawler.cpp Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones. 1 year ago
Crawler.h Added collision checks and interactions based on upper/lower level status. 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 Example prototype for monster spawning management added in 1-1. 1 year ago
Crawler.vcxproj Fire Bolt implemented. 1 year ago
Crawler.vcxproj.filters Fire Bolt implemented. 1 year ago
DEFINES.h Layering rendering now proper. 1 year 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. 1 year 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. 1 year ago
Effect.cpp Layering rendering now proper. 1 year ago
Effect.h Layering rendering now proper. 1 year ago
EnergyBolt.cpp Layering rendering now proper. 1 year ago
FireBolt.cpp Layering rendering now proper. 1 year ago
InitialConcept.txt Initial setup of Monster structures 1 year ago
Map.cpp Detect connected tile groups and allow for fade out of the foreground layer when the player gets in range. These groups are initialized on level loading and self-expand. 1 year ago
Map.h Staircase incremental movement implemented. 1 year ago
Monster.cpp Layering rendering now proper. 1 year ago
Monster.h Layering rendering now proper. 1 year ago
MonsterData.cpp Death animation now tied to monster data. 1 year ago
NewClasses.txt Mana implemented. When not enough mana is available for an ability, a notification appears. 1 year ago
Pathfinding.cpp Pathfinding now returns the nodes to reach a destination in preparation for use w/AI pathfinding 1 year ago
Pathfinding.h Pathfinding now returns the nodes to reach a destination in preparation for use w/AI pathfinding 1 year ago
Player.cpp Pathfinding now returns the nodes to reach a destination in preparation for use w/AI pathfinding 1 year ago
Player.h Added collision checks and interactions based on upper/lower level status. 1 year ago
RCa12948 Include game icon in executable and game window (such a PITA) 1 year ago
State.h Teleport animation implemented. 1 year ago
TMXParser.h Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones. 1 year ago
TSXParser.h Staircase incremental movement implemented. 1 year ago
Version.h Include executable in build. 1 year ago
buildtemplate.html Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 1 year ago
cpp.hint Implement ground slam animation 1 year ago
emscripten_build.ps1 Added emscripten auto-compile capabilities to Release builds. 1 year ago
loc.sh File description, project properties, company name, and other meta fields all applied to game executables on build. 1 year ago
olcPGEX_TransformedView.h Implement TransformedView and Camera util 1 year ago
olcPixelGameEngine.h Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map. 1 year ago
olcUTIL_Animate2D.h Initial setup of Monster structures 1 year ago
olcUTIL_Camera2D.h Initial setup of Monster structures 1 year ago
olcUTIL_Geometry2D.h Add line to rectangle collision detection in geom2d header. 1 year ago
pge.data Include executable in build. 1 year ago
pge.html Test a code update. 1 year ago
pge.js Include executable in build. 1 year ago
pge.wasm Include executable in build. 1 year ago
pixelGameEngine.cpp Parse TSX files and link map data to map tilesets in Tiled. 1 year ago
pixelGameEngine.o Read Zone tile data from the map to prepare for special interactions in the game. 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
sig Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 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 Fire Bolt implemented. 1 year ago
utils.h Fire Bolt implemented. 1 year ago