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A 2D game engine written in C++. It's a lone-wolf operation using OpenGL for drawing, SFML for windowing, input and audio, and as many design patterns as what make sense.
C++
branch: master

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.gitignore
Actor.cpp
Actor.h
ActorCommand.cpp
ActorCommand.h
ActorGL.cpp
ActorGL.h
Clock.cpp
Clock.h
Command.cpp
Command.h
Config.cpp
Config.h
Controller.h
FallBehavior.cpp
FallBehavior.h
JumpBehavior.cpp
JumpBehavior.h
JumpCommand.cpp
JumpCommand.h
LineSegment2D.h
Makefile
MoveBehavior.cpp
MoveBehavior.h
MoveDownCommand.cpp
MoveDownCommand.h
MoveLeftCommand.cpp
MoveLeftCommand.h
MoveRightCommand.cpp
MoveRightCommand.h
MoveUpCommand.cpp
MoveUpCommand.h
NoFall.cpp
NoFall.h
NoJump.cpp
NoJump.h
NoMovement.cpp
NoMovement.h
Observer.cpp
Observer.h
Point2D.h
README
Rectangle.h
Settings.cpp
Settings.h
Subject.cpp
Subject.h
TextFall.cpp
TextFall.h
TextJump.cpp
TextJump.h
TextMove.cpp
TextMove.h
TimeStamp.cpp
TimeStamp.h
Timer.cpp
Timer.h
Weapon.h
config.txt
evolverSF.cpp

README

I apologize in advance for anyone trying to use or contribute to this
project. At current, it's a single wolf (myself, Chris Frisz
(cjfrisz@chrisfrisz.com)) trying to design a 2D game engine without
reading about how other people design games in C++. I'm simply trying
to address each design problem as quickly as possible using OOP design
patterns. That said, the master branch should compile, even if the
resulting executable doesn't do much interesting. The included makefile
is fairly self-explanatory, but here's a list of the notable rules:

all: 
	Compiles all execuateable, evolver, along with the necessary
	classes.

run:
	Compiles the executeable and run it.

clean:
	Delete all ancilliary files (emacs backups, core dumps, etc.)
	and object files

clobber:
	Delete all ancilliary files and compiled files (object files
	and executeable)
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