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cyber-pong's Introduction

Cyber-Pong

My first pong game using SFML. This program is still being worked on and is not officially released.

#INSTALL

Make sure you have SFML version 2.3 or later. You can learn about downloading SFML for Linux in that project's documentation.

If you're using Arch Linux, you can grab the package from the official repo:

pacman -S sfml

You can run the pong binary

./pong

OR

##Compiling Cyber-Pong After cloning this repo, compile with g++ on Linux:

g++ -c pong.cpp
g++ pong.o -o pong -lsfml-graphics -lsfml-window -lsfml-system -lsfml-audio

Cyber-Pong is tested on Linux.It may take some configuring to make it work on Windows until official support is added.

#HOW TO CONTRIBUTE

Do not add anything that has not been tested to the release branch. All changes must be added to dev or other branches. Once it is reviewed and approved, then it can be added to the release branch.

cyber-pong's People

Contributors

mitem9106 avatar lethargilistic avatar

Stargazers

Tom O'Shaughnessy avatar

Watchers

James Cloos avatar  avatar Tom O'Shaughnessy avatar Iseman Johnson avatar  avatar

Forkers

lethargilistic

cyber-pong's Issues

Traditional Object Oriented approach or Component Entity System?

Because I want to add more advanced features and a more modular design I am working on redesigning this entire program. I'm wondering which of the two would be better? Ofcourse the traditional way would make a Entity header file then have the paddles be inherited from the class. But a more data oriented has caught my intrigue and thinking of using this approach. What do you think?

State headers in Redesign branch

Its been a long journey reading books about State Machine implementation. The redesign branch will be for (surprise) redesigning this project. I have created a simple StateManager header file and State header file in the engine folder. My intentions for each member function were commented to make it clear how I intend to use them. Basically the game will have an intro, main menu, and game state. If you guys have any idea or changes for StateManager and State classes please feel free to post them here. In case you are not familiar with this design, I suggest you do a little research on it. ;)
In the meantime the definitions of these classes will be here soon

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