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...

Handling death


Every game has to end badly, with either the player running out of time (which we have already handled), or getting squished by a branch.

Detecting the player getting squished is really simple. All we want to know is whether the last branch in the branchPositions array equals playerSide. If it does, the player is dead.

Add the highlighted code that detects this and then we will talk about everything we do when the player is squished:

  // Handle a flying log         
  if (logActive) 
  { 
 
    spriteLog.setPosition( 
      spriteLog.getPosition().x + (logSpeedX * dt.asSeconds()),
        spriteLog.getPosition().y + (logSpeedY * dt.asSeconds())); 
 
    // Has the log reached the right hand edge? 
    if (spriteLog.getPosition().x < -100 || 
      spriteLog.getPosition().x > 2000) 
    { 
      // Set it up ready to be a whole new cloud next frame 
      logActive = false; 
      spriteLog.setPosition...