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...

Designing some levels

Remember the sprite-sheet that we introduced in Chapter 14, Abstraction and Code Management – Making Better Use of OOP? Here it is again, annotated with numbers that represent each tile that we will build all our levels from:

The image has been placed on a grey background so that we can see the different details of the sprite-sheet better. The chequered background represents the level of transparency. So, all the tiles except for number 1 will reveal at least a little of the background behind them. Let's go over them now:

  • Tile 0 is completely transparent and will be used to fill in the gaps where there aren't any other tiles.
  • Tile 1 is for the platforms that Thomas and Bob will walk on.
  • Tile 2 is for fire tiles and 3 is for water tiles.
  • In terms of tile 4, you might need to look quite closely to see it. It has a white square outline. This is the goal of the level and is where Thomas and Bob must...