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...

Populating the sound emitters


Open the Engine.h file and add a new prototype for a populateEmitters function and a new STL vector of Vector2f objects:

   ... 
   ... 
   ... 
   // Run will call all the private functions 
   bool detectCollisions(PlayableCharacter& character); 
 
   // Make a vector of the best places to emit sounds from
   void populateEmitters(vector <Vector2f>& vSoundEmitters,
     int** arrayLevel);

   // A vector of Vector2f for the fire emitter locations
   vector <Vector2f> m_FireEmitters; 
    
public: 
   ... 
   ... 
   ... 

The populateEmitters function takes as a parameter a vector of Vector2f objects, as well as a pointer to int (a two-dimensional array). The vector will hold the location of each emitter in a level and the array is our two-dimensional array, which holds the layout of a level.

Coding the populateEmitters function

The job of the populateEmitters...