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...

Summary


Phew! That was a long one. We have learned a lot in this chapter. We have discovered the basics of OOP, including how to use encapsulation to control how code outside of our classes can access the member variables. We built our first real class, Player, and put it to use in the start of what will become our new game, Zombie Arena.

Don't concern yourself too much if some of the details around OOP and classes are not entirely clear. The reason I say this is because we will spend the rest of the book making classes, and the more we use them the clearer they will become.

In the next chapter, we will build our arena background by exploring what sprite sheets are. We will also learn about C++ references that allow us to manipulate variables, even when they are out of scope (in another function).