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...

Using the Pickup class


After all that hard work implementing the Pickup class, we can now go ahead and write code in the game engine to actually put some pickups into the game.

The first thing we do is add an include directive to the ZombieArena.cpp file:

#include "stdafx.h" 
#include <SFML/Graphics.hpp> 
#include "ZombieArena.h" 
#include "Player.h" 
#include "TextureHolder.h" 
#include "Bullet.h" 
#include "Pickup.h"
using namespace sf;

In the following code, we add two Pickup instances, one called healthPickup and the other called ammoPickup. We pass the values 1 and 2 respectively into the constructor so that they are initialized to the correct type of pickup. Add the highlighted code we have just discussed:

// Hide the mouse pointer and replace it with crosshair 
window.setMouseCursorVisible(true); 
Sprite spriteCrosshair; 
Texture textureCrosshair = TextureHolder::GetTexture("graphics/crosshair.png"); 
spriteCrosshair.setTexture...