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...

FAQ

Q) I admit that the arrays solution for the clouds was more efficient. But do we really need three separate arrays—one for active, one for speed, and one for the sprite itself?

A) If we look at the properties/variables that various objects have, for example, Sprite objects, we will see they are numerous. Sprites have position, color, size, rotation, and more as well. But it would be just perfect if they had active, speed, and perhaps some more. The problem is that the coders at SFML can't possibly predict all of the ways that we will want to use their Sprite class. Fortunately, we can make our own classes. We could make a class called Cloud that has a Boolean for active and int for speed. We can even give our Cloud class an SFML Sprite object. We could then simplify our cloud code even further. We will look at designing our own classes in the next chapter.