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...

Playing sounds


Open up the LoadLevel.cpp file and add the call to the new populateEmitters function, as highlighted in the following code:

void Engine::loadLevel() 
{ 
   m_Playing = false; 
 
   // Delete the previously allocated memory 
   for (int i = 0; i < m_LM.getLevelSize().y; ++i) 
   { 
      delete[] m_ArrayLevel[i]; 
 
   } 
   delete[] m_ArrayLevel; 
 
   // Load the next 2d array with the map for the level 
   // And repopulate the vertex array as well 
   m_ArrayLevel = m_LM.nextLevel(m_VALevel); 
 
   // Prepare the sound emitters
   populateEmitters(m_FireEmitters, m_ArrayLevel); 
 
   // How long is this new time limit 
   m_TimeRemaining = m_LM.getTimeLimit(); 
 
   // Spawn Thomas and Bob 
   m_Thomas.spawn(m_LM.getStartPosition(), GRAVITY); 
   m_Bob.spawn(m_LM.getStartPosition(), GRAVITY); 
 
   // Make sure this code isn't run again 
...