Dauphine  0.1
A platforming/stealth game in a medieval fantasy setting, developed with SDL2.
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
oCAnimationClass in control of animating a sprite
oCAudioHandlerThe audio handler
oCCameraThe camera class
oCCollisionSimple collision detection
oCConfigurationGame configuration class
oCControllerHandlerThe input handler for joysticks
oCEntityBase class for all game objects (entities)
|oCBombPotionClass for the bomb potion
|oCCrosshair
|oCDynamicEntitySubclass of Entity
||oCEnemy
||\CPlayerThe player entity class
|\CText
oCFPSWrapperWraps FPS handling in a class
oCGameMain structure class for the game
oCInputHandlerHandles player input
oCLoggerClass used for logging
oCLuaScriptParses lua scripts into C++
oCResourceManagerGeneral resource management class
oCSDLWrapperWraps the SDL libraries
oCSpriteVisual representation of game objects
oCStateEnemyParent class for other enemy states
|oCEStateAerial
|oCEStateAlert
|oCEStateCurious
|oCEStateIdle
|\CEStatePatrolling
oCStateGameParent class for other game states
|oCGStateCreditsThe state for the initial menu screen
|oCGStateGameOverThe state for the initial menu screen
|oCGStateMenuThe state for the initial menu screen
|oCGStateOptionsThe state for the initial menu screen
|oCGStateSplashThe state for the initial splash screen
|\CLevelAbstract class for levels
| \CLevelOneThe first level of the game
oCStatePlayerParent class for other player states
|oCPStateAerialThe state for when the player is not grounded
|oCPStateAimingThe state when the player is idle
|oCPStateCrouchingThe state when the player is idle
|oCPStateIdleThe state when the player is idle
|oCPStateMovingThe state when the player is grounded and moving
|\CPStateRollingThe state when the player is rolling
oCTileMapRepresents the tile distrubution for a level
\CWindowRepresents actual window that game runs on