Book Image

Beginning C++ Game Programming

Book Image

Beginning C++ Game Programming

Overview of this book

This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer. We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more.
Table of Contents (24 chapters)
Beginning C++ Game Programming
Credits
About the Author
About the Reviewer
www.PacktPub.com
Dedication
Preface
17
Before you go...

Saving and loading the high-score


File I/O, or input/output, is a fairly technical subject. Fortunately for us, as it is such a common requirement in programming, there is a library that handles all the complexity for us. As with concatenating strings for our HUD, it is the Standard Library that provides the necessary functionality through fstream.

First, we include fstream in the same way we included sstream:

#include "stdafx.h" 
#include <sstream> 
#include <fstream> 
#include <SFML/Graphics.hpp> 
#include "ZombieArena.h" 
#include "Player.h" 
#include "TextureHolder.h" 
#include "Bullet.h" 
#include "Pickup.h" 
 
using namespace sf; 

Now, add a new folder in the ZombieArena/ZombieArena folder called gamedata. Next, right-click in this folder and create a new file called scores.txt. It is in this file that we will save the player's high-score. You could open the file and add a score to it. If you do, make sure it is...