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...

Coding the derived classes for the game screen

The structure of all these classes is the same as the select screen-related classes. I will be sure to point out where they vary, however. Most of the significant differences will be discussed across the next three chapters, however, because that is when we will code all the game objects and components and then put them to work in the GameScreen class.

The first difference is that the GameScreen class has two UIPanel instances and two InputHandler instances.

Coding the GameScreen class

Create a new header file in the Header Files/Screens/Game filter called GameScreen.h and add the following code:

#pragma once
#include "Screen.h"
#include "GameInputHandler.h"
#include "GameOverInputHandler.h"
class GameScreen : public Screen
{
private:
    ScreenManagerRemoteControl* m_ScreenManagerRemoteControl;
    shared_ptr<GameInputHandler> m_GIH;
  ...