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

You have achieved a lot in this chapter. You have built a solid foundation for the Space Invaders ++ game and you have also coded a reusable system that can be used for almost any game that is divided up into different "screens".

We now have an input handling system in place that can detect keyboard presses and mouse clicks and route the responsibility to handle them to a specific panel that is part of a specific screen. Furthermore, the abstraction of the concept of a screen allows us to set up as many different game loops as we like. The GameScreen class will be the main class to handle the logic of this game but, once you see how over the next few chapters, you could easily code another screen to play a completely different game. Of course, the most likely thing you will do is get started with your own ideas.

In the next chapter, we will code the game objects and components which are the basis of our entity-component pattern implementation.

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