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

In this chapter, we learned about Strings, SFML Text, and SFML Font. Between them, they allowed us to draw text to the screen, which provided the player with a HUD. We also used sstream, which allows us to concatenate Strings and other variables to display the score.

We also explored the SFML RectangleShape class, which does exactly what its name suggests. We used an object of the RectangleShape type and some carefully planned variables to draw a time-bar that visually displays to the player how much time they have left. Once we implement chopping and moving branches that can squash the player, the time-bar will provide visual feedback that will create tension and urgency.

In the next chapter, we are going to learn about a whole range of new C++ features, including loops, arrays, switching, enumerations, and functions. This will allow us to move tree branches, keep track of their locations, and squash the player.