Book Image

C++ Game Development Cookbook

By : Druhin Mukherjee
Book Image

C++ Game Development Cookbook

By: Druhin Mukherjee

Overview of this book

<p>C++ is one of the preferred languages for game development as it supports a variety of coding styles that provides low-level access to the system. C++ is still used as a preferred game programming language by many as it gives game programmers control of the entire architecture, including memory patterns and usage. However, there is little information available on how to harness the advanced features of C++ to build robust games.</p> <p>This book will teach you techniques to develop logic and game code using C++. The primary goal of this book is to teach you to create high-quality games using C++ game programming scripts and techniques, regardless of the library or game engine you use. It will show you how to make use of the object-oriented capabilities of C++ so you can write well-structured and powerful games of any genre. The book also explores important areas such as physics programming and audio programming, and gives you other useful tips and tricks to improve your code.</p> <p>By the end of this book, you will be competent in game programming using C++, and will be able to develop your own games in C++.</p>
Table of Contents (20 chapters)
C++ Game Development Cookbook
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Using sprites


To develop any 2D game, we need sprites. Sprites are elements of computer graphics that can stay on screen, be manipulated, and be animated. GDI allows us to use sprites to create our game. Probably all the assets in the game will be sprites, from the UI to the main characters, and so on.

Getting ready

For this recipe, you will need a Windows machine with a working copy of Visual Studio.

How to do it…

In this recipe, we will find out how to use sprites in our game:

  1. Open Visual Studio.

  2. Create a new C++ project.

  3. Create a new resource type.

  4. Select the Sprite option as the new resource type.

  5. Add the following source files: backbuffer.h/cpp, Clock.h/cpp, Game.h/.cpp, sprite.h/cpp, and Utilities.h.

  6. Add the following lines of code to backbuffer.h:

    #pragma once
    
    #if !defined(__BACKBUFFER_H__)
    #define __BACKBUFFER_H__
    
    // Library Includes
    #include <Windows.h>
    
    // Local Includes
    
    // Types
    
    // Constants
    
    // Prototypes
    class CBackBuffer
    {
      // Member Functions
    public:
      CBackBuffer();
      ~CBackBuffer...