Book Image

OpenGL Game Development By Example

By : Stephen Madsen, Robert Madsen
Book Image

OpenGL Game Development By Example

By: Stephen Madsen, Robert Madsen

Overview of this book

OpenGL is one of the most popular rendering SDKs used to develop games. OpenGL has been used to create everything from 3D masterpieces running on desktop computers to 2D puzzles running on mobile devices. You will learn to apply both 2D and 3D technologies to bring your game idea to life. There is a lot more to making a game than just drawing pictures and that is where this book is unique! It provides a complete tutorial on designing and coding games from the setup of the development environment to final credits screen, through the creation of a 2D and 3D game. The book starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system. You'll create sprite classes, render sprites and animation, and navigate and control the characters. You will also learn how to implement input, use audio, and code basic collision and physics systems. From setting up the development environment to creating the final credits screen, the book will take you through the complete journey of creating a game engine that you can extend to create your own games.
Table of Contents (19 chapters)
OpenGL Game Development By Example
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

What's on the menu?


Main menus may have disappeared in many applications, but they are still alive and well in games. The main menu gives the player a chance to decide what to do once the game has loaded. We are going to create a simple menu that allows the player to start the game, display the credits, or exit the game.

Creating the menu

Our menu will be built out of two components. First, we will load an image to use as the background. Next, we will load additional images to use as UI buttons. Together, these images will create a screen that will allow the player to navigate our game.

We will start by defining a sprite to represent the menu. Add the following line of code to the variable declarations in RoboRacer2D.cpp:

Sprite* menuScreen;

Next, we will instantiate the menu in the LoadTextures function. Add the following code to LoadTextures:

  menuScreen = new Sprite(1);
  menuScreen->SetFrameSize(800.0f, 600.0f);
  menuScreen->SetNumberOfFrames(1);
  menuScreen->AddTexture("resources...