This is a collection of the various classic video games that I recreated from my Video Game Programming class. For each game, the professor gave us a blueprint for the game architecture, and we needed to figure out the implementation. All games were written in C++ using the SDL2 library. Each of these games were created within one week, excluding Parkours Edge, which took four weeks to complete. 
Features include:
    - Full game loop, including processing inputs, updating the game, and                      generating output to the screen
    - Collision detection
    - Paddle and ball movement with window constraints
Features include:
    - Player movement, including rotation
    - Laser firing in the forward direction
    - Collision detections with asteroids and lasers
    - Move component and sprite component for all game objects
    - Destroying game objects
Features include:
    - Read text file to determine level layout and object sprite assignments
    - Sprite and collision components for game objects
    - Object screen wrapping
    - Vehicle detection from player
Features include:
    - Read text file to determine level layout and object sprite assignments
    - Player movement including jumping
    - Goomba spawner
    - Screen scrolling
    - Sprite animations
    - Music and SFX
    - Collision detection

Features include:
    - Unique AI implementation for each ghost
    - Collision detection with pellets and ghosts
    - Pac-Man teleportation when entering a tunnel
    - Sprite animations
    - Music and SFX
Features include:
    - Damage system for enemies and bushes
    - Enemy AI that adjusts to changes in the environment
    - Collision detection
    - Sprite animations
    - Music and SFX

Features include:
    - 3D procedural generation and endless runner functionality
    - HUD UI implementation
    - Player movement including barrel rolling
    - Mesh components for game objects
    - Collision detection
    - Music and SFX

Features include:
    - Camera following for the player
    - Lap system using checkpoints
    - Adjusted vertical height of vehicles when track height changes
    - Enemy vehicle that races against the player
    - UI for lap and race state
    - Player movement including acceleration and turning
Features include:
    - Wall climbing and wall running
    - Checkpoint system with an arrow pointing at the next checkpoint
    - Collision detection with laser mines, security cameras, coins, and checkpoints
    - HUD UI to display a timer, coin count, instructions, checkpoint notifications,          and a radar
    - Level loading
    - Music and SFX

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