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# Gravity Surfing
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<div align="center">
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# 🌌 Gravity Surfing
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**A physics-driven endless runner built with C++ and raylib-cpp.**
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Steer a probe in space by placing black holes, collect stars, and survive a
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continuous stream of hazards.
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## Extra Credit
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</div>
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## Extra Credit (for CS 381)
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- **EC: stacked README**
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- Formatted in a style inspired by Microverse: [KsanaDock/Microverse
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README](https://github.com/KsanaDock/Microverse)
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README_EN](https://github.com/KsanaDock/Microverse/blob/main/README_EN.md)
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- **EC: doxygen-compatible comments**
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- **EC: publish wasm/web playable**
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## Key Features/Core Gameplay
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## 🎮 Key Features/Core Gameplay
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- You control a probe that moves continuously through a side-scrolling world
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- Black holes/gravity wells bend the probe trajectory with inverse-square pull
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- Asteroids and out-of-bounds movement end the run
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- Null zones disable gravity influence and force repositioning
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## Controls
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## 🕹️ Controls
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- `enter` - start run (menu), retry run (death screen)
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- `Esc` - Close game
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- `left click` - place/use player gravity black hole (if you have enough meter)
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- `right click` - clear active player-created black holes
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## Technology Stack
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## 🛠️ Technology Stack
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- **Genre**: 2D endless runner / physics arcade
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- **Language**: C++20
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- **Architecture**: component-oriented entities with scene management
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- **Platform target**: desktop, plus published wasm/web playable build
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## Requirements
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## 📋 Requirements
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- CMake `3.25+`
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- C++20 compiler (`g++`, `clang++`, or MSVC)
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- `../raylib-cpp`
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- `../assets`
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## Quick Start (Developer Setup)
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## 🚀 Quick Start (Developer Setup)
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### Installation
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### 📦 Installation
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1. **Clone the repository and initialize submodules**
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make
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```
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### Basic Usage
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### ▶️ Basic Usage
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1. **Launch the game**
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- Collect stars to refill meter and increase score
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- Avoid asteroids and avoid leaving the screen bounds
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## Web/WASM Build
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## 🌐 Web/WASM Build
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This project includes a completed extra-credit web publish target.
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@ -105,7 +109,7 @@ This project includes a completed extra-credit web publish target.
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- If you need to regenerate, build with your emscripten toolchain and deploy
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the generated web artifacts to your hosting target
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## Key Systems
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## 🛠️ Key Systems
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- **Entity/component model**: gameplay logic is split into focused components
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(`PhysicsComponent`, `SpawnComponent`, `GravityWellComponent`, etc.)
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- **Event-driven feedback**: collectible, meter, and death callbacks keep
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systems loosely coupled
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## Project Structure
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## 🗂️ Project Structure
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```text
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as6/
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└── CMakeLists.txt # build configuration
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```
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## Roadmap Ideas
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## 🧭 Roadmap Ideas
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- Improve HUD feedback and run-end stats
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- Add more hazard/collectible variety
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