Book Image

Beginning C++ Game Programming

Book Image

Beginning C++ Game Programming

Overview of this book

This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer. We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more.
Table of Contents (24 chapters)
Beginning C++ Game Programming
Credits
About the Author
About the Reviewer
www.PacktPub.com
Dedication
Preface
17
Before you go...

Preparing sound effects


In this section, we will create all the SoundBuffer and Sound objects that we need to add a range of sound effects to the game.

Start by adding the required SFML includes:

#include "stdafx.h" 
#include <sstream> 
#include <fstream> 
#include <SFML/Graphics.hpp> 
#include <SFML/Audio.hpp> 
#include "ZombieArena.h" 
#include "Player.h" 
#include "TextureHolder.h" 
#include "Bullet.h" 
#include "Pickup.h" 

Now go ahead and add the seven SoundBuffer and Sound objects which load and prepare the seven sound files that we prepared in Chapter 6: Object-Oriented Programming, Classes, and SFML Views:

// When did we last update the HUD? 
int framesSinceLastHUDUpdate = 0; 
// What time was the last update 
Time timeSinceLastUpdate; 
// How often (in frames) should we update the HUD 
int fpsMeasurementFrameInterval = 1000; 
 
// Prepare the hit sound
SoundBuffer hitBuffer...