Gameplay Systems

Lessons in this group, roughly in build order:

  • aabb-collision-detection — Axis-aligned bounding-box overlap testing — the cheap rectangle-vs-rectangle check that drives Claw’s…
  • tile-based-physics-gravity — How Claw’s world resolves movement against a grid of attributed tiles — gravity integration, swept…
  • player-controller-claw-movement — The actor logic that turns raw input into Claw’s stand/run/jump/climb/attack behaviour — a state machine…
  • enemy-ai-behaviours — The per-actor decision logic for Claw’s officers, rats, and soldiers — small state machines that patrol,…
  • pickups-score-health — The collectible actors and the player-state systems they feed — treasure scoring, health/lives, and ammo —…
  • checkpoints-level-transitions — How Claw saves respawn points mid-stage and how the engine tears down one level and brings up the next…