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) Isn't this game a little quiet?

A) I didn't add sound effects to this game because I wanted to keep the code as short as possible while using our first classes and learning to use the time to smoothly animate all the game objects. If you want to add sound effects, then all you need to do is add the .wav files to the project, use SFML to load the sounds, and play a sound effect in each of the collision events. We will do this in the next project.

Q) The game is too easy! How can I make the ball speed up a little?

A) There are lots of ways you can make the game more challenging. One simple way would be to add a line of code in the Ball class' reboundBatOrTop function that increases the speed. As an example, the following code would increase the speed of the ball by 10% each time the function is called:

// Speed up a little bit on each hit
m_Speed = m_Speed * 1.1f;

The ball would get quite fast quite quickly. You would then need to devise a way to...