Book Image

Beginning C++ Game Programming - Second Edition

By : John Horton
Book Image

Beginning C++ Game Programming - Second Edition

By: John Horton

Overview of this book

The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you’ll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch
Table of Contents (25 chapters)
23
Chapter 23: Before You Go...

Structuring the Thomas Was Late code

One of the problems that has been getting worse from project to project, despite taking measures to reduce the problem, is how long and unwieldy the code gets. Object-oriented programming (OOP) allows us to break our projects up into logical and manageable chunks, known as classes.

We will make a big improvement to the manageability of the code in this project with the introduction of an Engine class. Among other functions, the Engine class will have three private functions. These are input, update, and draw. These should sound very familiar. Each of these functions will hold a chunk of the code that was previously in the main function. Each of these functions will be in a code file of its own, that is, Input.cpp, Update.cpp, and Draw.cpp, respectively.

There will also be one public function in the Engine class, which can be called with an instance of Engine. This function is run and will be responsible for calling input, update, and draw...