How sararydavid/sansbossfight works
This is a Raylib game with a Sans-themed encounter: the player advances through dialogue and menu choices, selects an attack, and then dodges timed hazards. RunGame in Game.cpp owns the state machine and the encounter’s update and drawing logic; the available excerpts show wave patterns, hazard interactions, damage, and sound playback. The implementation is largely monolithic, so these components describe responsibilities within that runtime rather than separate modules. The README is empty, and the excerpts omit some loading and transition code.
Main entry points: Game.cpp Game Loop · main.cpp Program Entry · GameState.h Game States · menu_move.MP3 Menu Move Sound
Components 12
Encounter Flow
- Game Loop
Game.cpp - Game States
GameState.h - Dialogue And Menus
Game.cpp
Gameplay Simulation
- Wave Patterns
Game.cpp - Dodge Simulation
Game.cpp - Attack Flow
Game.cpp
Presentation
- Game Rendering
Game.cpp - Sound Playback
Game.cpp - Menu Move Sound
menu_move.MP3
Other components
- Player
- Program Entry
main.cpp - Raylib
Connections 11
- Program Entry → Game Loop: calls
- Player → Game Loop: provides input
- Game Loop → Game States: uses states
- Game Loop → Dialogue And Menus: handles choices
- Game Loop → Attack Flow: handles attacks
- Game Loop → Wave Patterns: loads waves
- Game Loop → Dodge Simulation: updates hazards
- Game Loop → Game Rendering: draws frames
- Game Loop → Sound Playback: plays sounds
- Sound Playback → Menu Move Sound: plays
- Game Loop → Raylib: uses