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...

Chapter 21: File I/O and the Game Object Factory

This chapter handles how a GameObject gets into the m_GameObjects vector that's used in the game. We will look at how we can describe individual objects and an entire level in a text file. We will write code to interpret the text and then load up values into a class that will be a blueprint for a game object. We will also code a class called LevelManager that oversees the whole process, starting from the initial request to load a level sent from an InputHandler via the ScreenManager, right through to the factory pattern class that assembles a game object from components and delivers it to the LevelManager, neatly packed away in the m_GameObjects vector.

The following are the steps we will go through in this chapter:

  • Examine how we will describe game objects and their components in a text file
  • Code the GameObjectBlueprint class where the data from the text file will be temporarily stored
  • Code the ObjectTags class...