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raylib-game

A collection of small C++ games and exercises built with the raylib library — likely written while following a raylib/C++ game-dev course (the -gdtv suffix on project names is consistent with GameDev.tv's C++ raylib course structure, though this hasn't been confirmed).

Status: Collection of learning projects / exercises, not a single unified game. Each subfolder is an independent, self-contained mini-project.

Projects

🪓 axe-gdtv

A minimal collision-detection demo: a falling axe vs. a stationary circle, ending in a "Game Over" message on impact. Good first exercise for learning raylib's window loop and AABB collision math.

🏃 Dapper-gdtvDapper Dasher

A side-scrolling endless-runner style game. Features:

  • Sprite-sheet animation via AnimData struct (frame stepping, running time)
  • Gravity and ground detection (isOnGround)
  • Parallax-style background layers (back-buildings.png, far-buildings.png, foreground.png)
  • Obstacle sprite (nebula spritesheet)

⚔️ ClassyClash-gdtvClassy Clash

A top-down action game with a small object-oriented structure:

  • Character / BaseCharacter — player (knight) with movement and animation
  • Enemy — goblin and slime enemies that target the player
  • Prop — static world objects (rock, log)
  • Tilemap-based world (nature_tileset/OpenWorldMap24x24.png)

🧰 vscode-template

An empty raylib + VS Code project scaffold (Makefile, .vscode build/debug configs, no game code) — used as a starting point for new exercises rather than a game itself.

Tech Stack

  • Language: C++14
  • Library: raylib (Makefile references raylib 3.0.0)
  • Build system: GNU Make (mingw32-make on Windows), via the standard raylib project Makefile template
  • IDE: Visual Studio Code (.vscode/ configs included per project: tasks.json, launch.json, c_cpp_properties.json)
  • Platform: Windows-targeted as committed (.dll files — libgcc_s_dw2-1.dll, libstdc++-6.dll — and MinGW toolchain paths in the Makefiles); the raylib Makefile itself also supports Linux, macOS, Raspberry Pi, and Web (Emscripten) targets.

Getting Started

Each subfolder builds independently. To run one, e.g. Dapper Dasher:

cd Dapper-gdtv
make PLATFORM=PLATFORM_DESKTOP
./game     # or game.exe on Windows

Requires raylib installed/available at the path expected by the Makefile (RAYLIB_PATH) — see comments inside each Makefile for platform-specific setup (Windows via w64devkit, Linux via system install, etc).

Assets

Character sprites, tilesets, and textures (e.g. characters/, nature_tileset/, textures/) are not original artwork created for this repo — they appear to be sourced from third-party asset packs, likely provided alongside whatever course or tutorial these exercises follow. Before treating this repo as freely reusable/forkable in full:

  • Confirm the license terms of whichever course/asset source these sprites came from (similar caution as with the DungeonMobile repo's Filebase assets) — course-provided asset packs often restrict redistribution of the raw files outside the course context.
  • The C++ source code you wrote yourself (.cpp/.h files) is a separate matter from the bundled art/texture files — the two should be treated under different terms if you formalize licensing further.

License

This repository already includes a root-level LICENSE file (GNU GPL v3.0). Note this applies to the source code; see the "Assets" section above regarding the bundled sprites/textures.

About

project folder for my projects with Raylib Library

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