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...

Summary


There was quite a lot of code in this chapter. We learned how to read from a file and convert strings of text into char and then int. Once we had a two-dimensional array of int, we were able to populate a VertexArray to actually show the level on the screen. We then used exactly the same two-dimensional array of int to implement collision detection. We used rectangle intersection, just as we did in the Zombie Arena project, although this time, for more precision, we gave each character four collision zones, one each to represent their head, feet, and their left and right sides.

Now that the game is totally playable, we need to represent the state of the game (score and time) on the screen. In the following chapter, we will implement the HUD, along with some much more advanced sound effects than we have used so far.