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...

Handling the player's input


Lots of different things depend on the movement of the player, such as when to show the ax, when to begin animating the log, and when to move all the branches down a place. It therefore makes sense to set up the keyboard handling for the player chopping. Once this is done, we can put all the features we just mentioned into the same part of the code.

Let's think for a moment about how we detect keyboard presses. In each frame we test whether a particular keyboard key is currently being held down. If it is, we take action. If the Esc key is being held down, we quit the game, or if the Enter key is being held down we restart the game. So far, this has been sufficient for our needs.

There is, however, a problem with this approach when we try and handle the chopping of the tree. The problem has always been there, it just didn't matter until now. Depending on how powerful your PC is, the game loop could be executing thousands of times per second. Each and every pass...