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...

Designing some levels


Remember our sprite sheet that we introduced in Chapter 12, Abstraction and Code Management - Making Better Use of OOP. Here it is again, annotated with numbers that represent each tile that we will build our levels from:

I placed the screenshot on a gray background so you could see clearly the different details of the sprite sheet. The checkered background represents the level of transparency. So, all of the tiles except for number 1 will reveal at least a little of the background behind them:

  • Tile 0 is completely transparent and will be used to fill in the gaps where there aren't any other tiles

  • Tile 1 is for the platforms that Thomas and Bob will walk on

  • Tile 2 is for fire tiles and tile 3 is for water tiles

  • Tile 4 you might need to look quite closely to see. It has a white, square outline. This is the goal of the level where Thomas and Bob must get to together.

Keep this screenshot in mind as we discuss designing the levels.

We will enter combinations of these tile numbers...