Language: C/C++
Library: SFML, OpenGL, Box2d
Description: It represents a state based game engine( work in progress ) and four different types of game levels. Level one shows a physics oriented gameplay, level two shows a water ripple effect, level three shows a particle effect phenomenon and level four shows a A-star algorithm based grid game.
Game engine have many manager classes like:
State Manager - It controls the states in a game, like which are the current state, previous state and the next state.
Asset Manager – Game uses different types of resources like texture, images, sound files, music files etc which needs to be handled in a proper manner. Some of the resources may be shared by different states. All these are controlled by the asset manager.
Input Manager – Take cares of all the input events that happen in the game. Each input is distinguished according to its present state.
Physics Manager – All the physics related aspect is handled by the physics manager.
State Handle – It provides the base class for all the game state.
Level 1- It shows the rope swinging effect. The character which is a cube needs to swing across the rope and use the wall to get to the other end.
Level 2- This level shows some graphics concept like the water ripples. Here the player needs to control a small boat and move across the screen. The player needs to shoot a monster at the opposite end. If the player is successful in hitting the monster for a given number of times, the level gets completed.
Level 3 – This level showcases particle effect. Object moves across the screen and the player needs to collect a particular type of object for a certain number of times.
Level 4- The level demonstrates artificial intelligence concept, showing path finding using A-star algorithm. Here a collectable appears at random points which the player needs to grab or collect. If the player collects it for a certain number then the level gets completed.
Code Snippets:
Game.h
Game.cpp
ClimbOn.h
ClimbOn.cpp