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...

Summary

There was quite a lot of code in this chapter. We learned how to read from a file and convert strings of text into char values and then into int values. Once we had a two-dimensional array of int values, we were able to populate a VertexArray instance to show the level on the screen. We then used the same two-dimensional array of int values to implement collision detection. We used rectangle intersection, just like we did in the Zombie Arena project, although this time, for more precision, we gave each character four collision zones – one each to represent their head, feet, left, and right-hand sides.

Now that the game is totally playable, we need to represent the state of the game (score and time) on the screen. In the next chapter, we will implement the HUD, along with some much more advanced sound effects than we have used so far.