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 ObjectTags class

The way in which we describe the game objects in the level1.txt file needs to be precise because the BlueprintObjectParser class we will code after this class will be reading the text from the file and looking for matches. For example, the [START OBJECT] tag will trigger the start of a new object. If that tag is misspelled as, say, [START OBJECR], then the whole system falls apart and there will be all kinds of bugs, and even crashes when we run the game. To avoid this happening, we will define constant (programmatically unchangeable) string variables for all the tags we need to describe the game objects. We can use these string variables instead of typing something such as [START OBJECT] and have much less chance of making a mistake.

Create a new header file in the Header Files/FileIO filter called ObjectTags.h and add the following code:

#pragma once
#include <string>
using namespace std;
static class ObjectTags {
public:
   ...