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Beginning C++ Game Programming

Beginning C++ Game Programming - Second Edition

By : John Horton
4.2 (10)
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Beginning C++ Game Programming

Beginning C++ Game Programming

4.2 (10)
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)
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23
Chapter 23: Before You Go...

Coding the PhysicsEnginePlayMode class

This is the class that will do all the collision detection. In this game, there are several collision events we want to watch out for:

  • Has an invader reached the left- or right-hand side of the screen? If so, all the invaders need to drop down one row and head back in the other direction.
  • Has an invader collided with the player? As the invaders get lower, we want them to be able to bump into the player and cause a life to be lost.
  • Has an invader bullet hit the player? Each time an invader bullet hits the player, we need to hide the bullet, ready for reuse, and deduct a life from the player.
  • Has a player bullet hit an invader? Each time the player hits an invader, the invader should be destroyed, the bullet hidden (ready for reuse), and the player's score increased.

This class will have an initialize function that the GameScreen class will call to prepare for detecting collisions, a detectCollisions function that...

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Beginning C++ Game Programming
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