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BreakIn

Splashkit :: How to build BreakIn


As of end of T1 2024 the current tutorial sections are implemented and the provided codebase is in line with them:

  • [Introduction]
    • Overview of BreakIn
    • Setting up the development environment
  • [The Event Loop]
    • Understanding the main game loop
    • Event handling and game flow
  • [Detour - Utility Functions]
    • Implementing utility functions for game development
    • Rolling our own XOR PRNG
  • [Setting Up Global Constants]
    • Defining constants for screen dimensions and gameplay settings
    • Organizing global constants for easy access and modification
  • [Global State Management]
    • Designing the global state structure
    • Managing game-wide states and settings
  • [Basic Game Entities]
    • Defining instance structures for game objects
    • Abstracting common functionalities
  • [Initialising Game Entities]
    • Creating instances of game objects
    • Initialising states for gameplay
  • [Terrain Grid and Block Positioning]
    • Implementing the grid system for blocks
    • Storing block positions within the grid
  • [Populating the Grid]
    • Creating a function to generate a fully populated grid
  • [Updating State and Looping Back]
    • Handling state changes during gameplay
    • Integrating state updates with the event loop
    • Implementing update functions for game entities
  • [Drawing the Game]
    • Implementing draw functions for game entities
    • Rendering the game state on the screen
  • [Making the Terrain Endless]
    • Implementing DFS culling to remove disconnected blocks
    • Adding velocity to blocks for smooth transition
  • [Particles]
    • Creating a particle type
    • Implementing particle updates and drawing
    • Spawning particles on block destruction

Plans for T2:

  • BallEffect type and higher order functions

  • Asset loading and audio

  • Optimisation via threading

  • Implementing menu

  • Granular exploration of coordinate system and vectors

  • How to apply 90% of this codebase to make a completely different game

  • Making palettes

  • Other procedural data generation and animation techniques

  • Saving game state

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