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Zombiecide

What can be more straightforward than a zombie, Henry, walking across the screen, groaning, moaning, attacking, falling down dead only rise back up and continue on?

The first member of the zombie family is Henry, a statemachine zombie who follows the mouse pointer, groans, attacks on command, and falls down dead if left idle too long. A newer addition is the subumption zombie, George, who is composed of multiple separate parts that are sewn together at ever higher level to create a whole. Behavior can be overridden at any level. Currently, for example, the head is overriden to present different ones over time. Later the leg, arms, feet or hands may change angle or flip horizontally based inputs.

The state machine settings are read in from a yaml file, marshalled to structs, and behavior is composed by using the names of first class functions. This provides a level of flexibiity and composability. While this is not strictly part of the bus and engine code, it does demonstrate how the current design can accommodate those front end game designs if desired.

The project depends on the vorpal "core" and "raylib-engine" projects

The sample code separates the zombie sprites into state machines each responsible for their own actions and transitions to next states as well as firing events off to the engine. image

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Sample project using Vorpal Engine

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